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Making guns palatable in high fantasy [Design Theory]
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<blockquote data-quote="ValhallaGH" data-source="post: 5768772" data-attributes="member: 41187"><p><strong>Adressing Issues</strong></p><p></p><p>I do find it interesting that no one has proposed making guns work differently for PCs and NPCs. </p><p>A major purpose of hit points is to provide some plot protection for the characters - PCs and important NPCs. If you're willing to use that concept directly then you can have a weapon do dX damage to things with HP and everything else makes a save versus death. That's basically how minions worked in Spycraft. And this works equally well for knives, swords, firearms, guns, and catapults.</p><p></p><p>The idea being that you get the best of both worlds. Important characters cannot be killed with a single shot. Unimportant characters can. And the players never know who is who. </p><p>Can this be abused? Yes. Does it require GM adjudication? Absolutely, but the readers are probably GMs and the game will certainly have a GM, so there is no problem with that. Is it quick, clean and simple? Simple, possibly quick, but not very clean. It's clunky game design but the underlying issue is that no single elegant solution works broadly enough to satisfy everyone, <strong>especially</strong> in the D&D damage model.*</p><p></p><p>*Classic Deadlands may have the best Firearms-related damage system, ever. And it applied equally to all weapons and creatures, making it possible (though obscenely difficult) to kill a bull elephant using a .22 pistol. It was still clunky, but it was fun and indirectly allowed for differentiation between extras and 'tagonists.</p></blockquote><p></p>
[QUOTE="ValhallaGH, post: 5768772, member: 41187"] [b]Adressing Issues[/b] I do find it interesting that no one has proposed making guns work differently for PCs and NPCs. A major purpose of hit points is to provide some plot protection for the characters - PCs and important NPCs. If you're willing to use that concept directly then you can have a weapon do dX damage to things with HP and everything else makes a save versus death. That's basically how minions worked in Spycraft. And this works equally well for knives, swords, firearms, guns, and catapults. The idea being that you get the best of both worlds. Important characters cannot be killed with a single shot. Unimportant characters can. And the players never know who is who. Can this be abused? Yes. Does it require GM adjudication? Absolutely, but the readers are probably GMs and the game will certainly have a GM, so there is no problem with that. Is it quick, clean and simple? Simple, possibly quick, but not very clean. It's clunky game design but the underlying issue is that no single elegant solution works broadly enough to satisfy everyone, [b]especially[/b] in the D&D damage model.* *Classic Deadlands may have the best Firearms-related damage system, ever. And it applied equally to all weapons and creatures, making it possible (though obscenely difficult) to kill a bull elephant using a .22 pistol. It was still clunky, but it was fun and indirectly allowed for differentiation between extras and 'tagonists. [/QUOTE]
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