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Making guns palatable in high fantasy [Design Theory]
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<blockquote data-quote="howandwhy99" data-source="post: 5761038" data-attributes="member: 3192"><p>Of the top of my head i think of guns and explosives as highly variable in terms of damage. Hit points are not only about health and constitution, but also knowing when and how to dodge. Those fractions of a second to get one's head down or maneuver in such a way as to take the blow with a less vital part of the body. Also knowing how to fall.</p><p></p><p>Projectiles like a crossbow bolt can kill a normal person. A firearm could do the same in terms of flintlock types, the advantage is really in the time to reload. A contemporary automatic gun fires more often, so several shots could be grouped, so damage increases incrementally (i.e. 5 shots = 5d6). A machine gun with dozens or hundreds of rounds a second isn't so much a missile weapon as artillery. now we have a conical area of effect attack that deals a per target damage by how fast it fires. Ammunition probably doesn't have much to do with any of this until we start accounting for armor. Maybe that's magic resistance? I don't know.</p><p></p><p>Costs and benefits of these really come into play when we start to account for crafting guns and ammunition. Even today it isn't cheap, and in a magical economy it may have restrictions anyways. Arrows cost coin, so would bullets. Given how hard they are to craft for precision flight and firing I would say quite a bit more coin is needed. </p><p></p><p>So guns are kind of your pricey, charge-based magic items where gunpowder is the magic powder needed. What isn't exciting about them is, unlike wands, they really only fire metal bolts and that's it.</p></blockquote><p></p>
[QUOTE="howandwhy99, post: 5761038, member: 3192"] Of the top of my head i think of guns and explosives as highly variable in terms of damage. Hit points are not only about health and constitution, but also knowing when and how to dodge. Those fractions of a second to get one's head down or maneuver in such a way as to take the blow with a less vital part of the body. Also knowing how to fall. Projectiles like a crossbow bolt can kill a normal person. A firearm could do the same in terms of flintlock types, the advantage is really in the time to reload. A contemporary automatic gun fires more often, so several shots could be grouped, so damage increases incrementally (i.e. 5 shots = 5d6). A machine gun with dozens or hundreds of rounds a second isn't so much a missile weapon as artillery. now we have a conical area of effect attack that deals a per target damage by how fast it fires. Ammunition probably doesn't have much to do with any of this until we start accounting for armor. Maybe that's magic resistance? I don't know. Costs and benefits of these really come into play when we start to account for crafting guns and ammunition. Even today it isn't cheap, and in a magical economy it may have restrictions anyways. Arrows cost coin, so would bullets. Given how hard they are to craft for precision flight and firing I would say quite a bit more coin is needed. So guns are kind of your pricey, charge-based magic items where gunpowder is the magic powder needed. What isn't exciting about them is, unlike wands, they really only fire metal bolts and that's it. [/QUOTE]
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