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*TTRPGs General
Making guns palatable in high fantasy [Design Theory]
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<blockquote data-quote="mmadsen" data-source="post: 5766114" data-attributes="member: 1645"><p>We should probably be more precise. I can easily see a skilled fighter dodging a thrown axe or a long-distance arrow-shot -- especially if he has a large shield to put in the way -- but I can't see him dodging a bullet or a short-range crossbow bolt from an unseen attacker. More importantly, a skilled fighter would either get hit or not; he wouldn't get ground down by blocking and dodging the first five shots from a six-shooter, and he certainly couldn't charge a gunner <em>knowing</em> he'd be able to close the gap with <em>zero</em> chance of being stopped, even by a hit.</p><p></p><p>These kinds of rules change how characters behave in the game world, and some of them make guns feel especially unrealistic.</p></blockquote><p></p>
[QUOTE="mmadsen, post: 5766114, member: 1645"] We should probably be more precise. I can easily see a skilled fighter dodging a thrown axe or a long-distance arrow-shot -- especially if he has a large shield to put in the way -- but I can't see him dodging a bullet or a short-range crossbow bolt from an unseen attacker. More importantly, a skilled fighter would either get hit or not; he wouldn't get ground down by blocking and dodging the first five shots from a six-shooter, and he certainly couldn't charge a gunner [i]knowing[/i] he'd be able to close the gap with [i]zero[/i] chance of being stopped, even by a hit. These kinds of rules change how characters behave in the game world, and some of them make guns feel especially unrealistic. [/QUOTE]
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Making guns palatable in high fantasy [Design Theory]
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