Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*TTRPGs General
Making guns palatable in high fantasy [Design Theory]
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="mmadsen" data-source="post: 5769329" data-attributes="member: 1645"><p>I wouldn't claim that there is exactly one complaint against guns in D&D. Certainly many people don't want guns in their Tolkien-esque high-fantasy game or even in their Howard-esque sword & sorcery game -- while others <em>do</em> want guns in their Burroughs-esque sword & planet game or their <em>Heavy Metal</em>-esque post-apocalyptic game.</p><p></p><p>If you haven't heard anyone complain about how guns are "unrealistic" in D&D, perhaps you have noticed how many people want house rules to make them more lethal, to make them bypass armor, etc. Those rules may or may not be a good idea, but certainly many people find something off-putting about how D&D handles guns.</p><p></p><p>The complaints aren't <em>purely</em> against guns though, because they're often about, say, city guards with crossbows who got the drop on a high-level PC, where the crossbows are a quasi-medieval stand-in for guns -- and the high-level PC is not the least bit scared of taking a few crossbow bolts.</p><p></p><p></p><p>You're quite welcome, [MENTION=6675228]Hassassin[/MENTION].</p><p></p><p></p><p>I haven't been making a recommendation for how to handle firearms in D&D. Or, rather, my recommendation has been to handle them just like crossbows and to accept that they don't feel like guns much of the time.</p><p></p><p>If we were starting from scratch, and we wanted to make firearms no more lethal than they currently are yet dangerous from the very first shot, we could give them a small chance of killing (or disabling) their target with each hit instead of knocking down the target's hit point total.</p><p></p><p>Since gamers who have grown up with D&D-style hit points often have trouble grasping a weapon that isn't especially lethal but can kill with one shot, let's imagine a small-caliber pistol with a 1-in-20 chance of killing its target. Does it generally kill its target on the first shot? No, not even close. Would you be scared to take a single shot from it? Yes, definitely. How many shots does it typically take to drop someone? There isn't a good answer for that, because the distribution isn't clustered around a single mean, median, and mode. Half the time the target survives 13 shots before succumbing, but the average number of shots needed to drop a target is 20, and each shot is equally likely to finish the job.</p><p></p><p>It's just a different way of modeling damage.</p></blockquote><p></p>
[QUOTE="mmadsen, post: 5769329, member: 1645"] I wouldn't claim that there is exactly one complaint against guns in D&D. Certainly many people don't want guns in their Tolkien-esque high-fantasy game or even in their Howard-esque sword & sorcery game -- while others [i]do[/i] want guns in their Burroughs-esque sword & planet game or their [i]Heavy Metal[/i]-esque post-apocalyptic game. If you haven't heard anyone complain about how guns are "unrealistic" in D&D, perhaps you have noticed how many people want house rules to make them more lethal, to make them bypass armor, etc. Those rules may or may not be a good idea, but certainly many people find something off-putting about how D&D handles guns. The complaints aren't [i]purely[/i] against guns though, because they're often about, say, city guards with crossbows who got the drop on a high-level PC, where the crossbows are a quasi-medieval stand-in for guns -- and the high-level PC is not the least bit scared of taking a few crossbow bolts. You're quite welcome, [MENTION=6675228]Hassassin[/MENTION]. I haven't been making a recommendation for how to handle firearms in D&D. Or, rather, my recommendation has been to handle them just like crossbows and to accept that they don't feel like guns much of the time. If we were starting from scratch, and we wanted to make firearms no more lethal than they currently are yet dangerous from the very first shot, we could give them a small chance of killing (or disabling) their target with each hit instead of knocking down the target's hit point total. Since gamers who have grown up with D&D-style hit points often have trouble grasping a weapon that isn't especially lethal but can kill with one shot, let's imagine a small-caliber pistol with a 1-in-20 chance of killing its target. Does it generally kill its target on the first shot? No, not even close. Would you be scared to take a single shot from it? Yes, definitely. How many shots does it typically take to drop someone? There isn't a good answer for that, because the distribution isn't clustered around a single mean, median, and mode. Half the time the target survives 13 shots before succumbing, but the average number of shots needed to drop a target is 20, and each shot is equally likely to finish the job. It's just a different way of modeling damage. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Making guns palatable in high fantasy [Design Theory]
Top