No flips for you!
You're the sapper in my example. You have a self-inflicted problem with gunpowder, and every time someone points out how either the rules or an easy situational change can fix it/ameliorate it you respond by presenting a new reason why that won't work. I mean, when it was pointed out how slow and costly it is to make a relatively small amount of gunpowder, you said magic and high rolls fix that (and no one knows what you're talking about, because there's no such magic in the printed material and high rolls don't do anything by the rules, so more self-inflicted problems). When people pointed out that it's equally easy for the bad guys to get and use gunpowder, you first attempted to restrict discussion to orcs and goblins (because, yeah, if you can the gold and time to make gunpowder you're still fighting orcs and goblins) and waving away all of the many enemies that aren't orcs and goblins. When it was pointed out that there's no reason orcs and goblins can make, or steal, or trade for gunpowder, you said, no, because they're savages and barbaric and can't do those things because... I don't know, lots of "savage" or "barbaric" cultures had trade and often pretty advanced skills and knowledge. You present an ever changing cartoon argument that seems designed not to find a coherent story or game, but instead make sure that you can continue to advance the idea that gunpowder is game-breaking if a GM lets it in. Sure, if you keep shooting yourself in the foot, gunpowder is very dangerous. I recommend that you stop shooting your own foot.More like the sapper suddenly finding out his uncivilized savages living in wooden walled settlements at best developed deep-footed stone walls overnight, are tossing alchemical fire down on him, are all resistant to fire, and suddenly his mines have a 50% misfire chance that wasn't there before, because the DM didn't like how he took out the walls of the last settlement.