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Making guns palatable in high fantasy [Design Theory]
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<blockquote data-quote="Glade Riven" data-source="post: 5770660" data-attributes="member: 86468"><p>Let's find out...</p><p> </p><p>Abnormal Ammo? Check. (Pathfinder, Iron Kingdoms, even certain d20 Modern Suppliments)</p><p>Accidental Aiming Skills? Check (can happen d20 crits on anything with 2 HD or less)</p><p>AKA-47? Check (Iron Kingdoms)</p><p>Ammunition Backpack? Check (you can put ammo in your backpack - or even a bag of holding.</p><p>A-Team Firing? Check (play experiance, poor rolls leading to lots of misses)</p><p>Almost Lethal Weapons? Check (Hit Points; mooks with low HP to start die fast and quick, PCs survive a few flesh wounds)</p><p>Anti-Air? Any range weapon counts</p><p>Armed Altruism? Look, if the players want to <em>give</em> their weapons away...</p><p>Armor Piercing? Check (d20 Modern, Iron Kingdoms)</p><p> </p><p>Skipping forward to some more applicable...</p><p> </p><p>Bizzare and Improbable Ballistics? Roll a d20</p><p>BOOM! Headshot? Oh, look, you crited.</p><p>Bullet Catch? I think there's a monk feat for that.</p><p>Bullet Dodges You? Someone failed their d20 roll</p><p>Bullet Proof Vest? Huh, I wonder what AC is for...</p><p>Bullets do not work that way? Neither does any other weapon in this game, so why are guns special?</p><p> </p><p>I could keep going on and on, but in a d20/D&D campaign I played in, almost every one of these tropes came into play for one reason or another. In some cases, the rolls determined that a trope needed to be played off of to explain what happened - like in the second session of the game where my elf paladin kicked open a door and the 8 or so orcs with shotguns and readied actions fired...and <em>missed</em>.</p><p> </p><p>But we've gone off into a rather absured tangent from my original post, which is <em>not helping.</em> Or maybe it does, since it shows that us nerds will <em>still spend time arguing about the nature of guns</em> in the system whether or not they are <em>ad-hoc</em> magical in nature or not.</p></blockquote><p></p>
[QUOTE="Glade Riven, post: 5770660, member: 86468"] Let's find out... Abnormal Ammo? Check. (Pathfinder, Iron Kingdoms, even certain d20 Modern Suppliments) Accidental Aiming Skills? Check (can happen d20 crits on anything with 2 HD or less) AKA-47? Check (Iron Kingdoms) Ammunition Backpack? Check (you can put ammo in your backpack - or even a bag of holding. A-Team Firing? Check (play experiance, poor rolls leading to lots of misses) Almost Lethal Weapons? Check (Hit Points; mooks with low HP to start die fast and quick, PCs survive a few flesh wounds) Anti-Air? Any range weapon counts Armed Altruism? Look, if the players want to [I]give[/I] their weapons away... Armor Piercing? Check (d20 Modern, Iron Kingdoms) Skipping forward to some more applicable... Bizzare and Improbable Ballistics? Roll a d20 BOOM! Headshot? Oh, look, you crited. Bullet Catch? I think there's a monk feat for that. Bullet Dodges You? Someone failed their d20 roll Bullet Proof Vest? Huh, I wonder what AC is for... Bullets do not work that way? Neither does any other weapon in this game, so why are guns special? I could keep going on and on, but in a d20/D&D campaign I played in, almost every one of these tropes came into play for one reason or another. In some cases, the rolls determined that a trope needed to be played off of to explain what happened - like in the second session of the game where my elf paladin kicked open a door and the 8 or so orcs with shotguns and readied actions fired...and [I]missed[/I]. But we've gone off into a rather absured tangent from my original post, which is [I]not helping.[/I] Or maybe it does, since it shows that us nerds will [I]still spend time arguing about the nature of guns[/I] in the system whether or not they are [I]ad-hoc[/I] magical in nature or not. [/QUOTE]
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