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Making guns palatable in high fantasy [Design Theory]
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<blockquote data-quote="Primitive Screwhead" data-source="post: 5762481" data-attributes="member: 20805"><p>I think the easiest way to model that progression of ease of use is to treat a gun like a crossbow {both Heavy and Light versions} that has its range increments extended for each increase in technology {blunderbuss, smoothbore, flintlock, rifled, modern}</p><p></p><p> Then toss in the special rule about reload/preparation time. Guns take move actions to load/prepare, which you can rush by taking a -2 penalty to your 'to hit'. This is in reverse of the increase in range:</p><p> {blunderbuss -4, smoothbore -3 , flintlock - 2, rifled - 1, modern - none}</p><p>A companion character can spend these move actions for you.</p><p> Heavy guns take an additional reload/prepare action.</p><p></p><p>This means a phalanx of early guns with 4 ranks can cycle forward and fire every round with decent accuracy at longer range than crossbows. That is a big enough advantage for the weapons to come into use, as long as they are relatively cheap to produce.</p><p></p><p>I believe that guns should not be treated as more lethal than other weapons.. lethality is driven by the game systems hp/health mechanic. This means that in CP2020, guns are very lethal... as is pretty much everything else. In Elric, everything is still lethal {hps = your CON, longsword does 1D8}.. in DnD.. well, the heroes are heroes as mentioned above.</p><p></p><p>One other note that just came to me. Bows and arrows take a specific set of skills to make ammunition that is good. Ball ammunition is simply melting down a soft metal and pouring it into a mold. {yes, this is simplified.. I know. But I just watched the Mythbusters with the <a href="http://en.wikipedia.org/wiki/Hwacha" target="_blank">Hwacha</a> in which they had to make 200 bolts for the weapon}</p><p> This alone makes them cheaper and easier to use.</p></blockquote><p></p>
[QUOTE="Primitive Screwhead, post: 5762481, member: 20805"] I think the easiest way to model that progression of ease of use is to treat a gun like a crossbow {both Heavy and Light versions} that has its range increments extended for each increase in technology {blunderbuss, smoothbore, flintlock, rifled, modern} Then toss in the special rule about reload/preparation time. Guns take move actions to load/prepare, which you can rush by taking a -2 penalty to your 'to hit'. This is in reverse of the increase in range: {blunderbuss -4, smoothbore -3 , flintlock - 2, rifled - 1, modern - none} A companion character can spend these move actions for you. Heavy guns take an additional reload/prepare action. This means a phalanx of early guns with 4 ranks can cycle forward and fire every round with decent accuracy at longer range than crossbows. That is a big enough advantage for the weapons to come into use, as long as they are relatively cheap to produce. I believe that guns should not be treated as more lethal than other weapons.. lethality is driven by the game systems hp/health mechanic. This means that in CP2020, guns are very lethal... as is pretty much everything else. In Elric, everything is still lethal {hps = your CON, longsword does 1D8}.. in DnD.. well, the heroes are heroes as mentioned above. One other note that just came to me. Bows and arrows take a specific set of skills to make ammunition that is good. Ball ammunition is simply melting down a soft metal and pouring it into a mold. {yes, this is simplified.. I know. But I just watched the Mythbusters with the [url=http://en.wikipedia.org/wiki/Hwacha]Hwacha[/url] in which they had to make 200 bolts for the weapon} This alone makes them cheaper and easier to use. [/QUOTE]
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