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Making guns palatable in high fantasy [Design Theory]
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<blockquote data-quote="Vael" data-source="post: 5762061" data-attributes="member: 57043"><p>One of the issues with adding firearms is that the mechanics of the game seem at odds with the expected lethality of guns. A game with guns isn't really about trading sword blows in the middle of a 10ft room, it's about moving from cover to cover, using suppression fire and such. The tactics of DnD don't seem like a good fit with modern firearm based tactics. Just looking at 4e, you'd have to reevaluate roles ... Defenders would now be ranged fire suppression and covering fire guys, Strikers are more like snipers, Controllers would be a bit like Defenders with added terrain alteration effects. Cover and concealment would create heavier penalties to attackers, I'd probably reintroduce penalties for firing into melee ... in other words, I think modern firearms can't just be treated as a third ranged weapon to work with bows and crossbows.</p></blockquote><p></p>
[QUOTE="Vael, post: 5762061, member: 57043"] One of the issues with adding firearms is that the mechanics of the game seem at odds with the expected lethality of guns. A game with guns isn't really about trading sword blows in the middle of a 10ft room, it's about moving from cover to cover, using suppression fire and such. The tactics of DnD don't seem like a good fit with modern firearm based tactics. Just looking at 4e, you'd have to reevaluate roles ... Defenders would now be ranged fire suppression and covering fire guys, Strikers are more like snipers, Controllers would be a bit like Defenders with added terrain alteration effects. Cover and concealment would create heavier penalties to attackers, I'd probably reintroduce penalties for firing into melee ... in other words, I think modern firearms can't just be treated as a third ranged weapon to work with bows and crossbows. [/QUOTE]
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Making guns palatable in high fantasy [Design Theory]
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