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What Do You Do For: GUNPOWDER
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<blockquote data-quote="Celebrim" data-source="post: 3367441" data-attributes="member: 4937"><p>The execution you wish to adopt depends on your goals. If you want 'realistic' firearms, versimlitude, or firearms that impact the campaign minimally, you should adopt different executions. </p><p> </p><p></p><p></p><p>Monte's apparant goal in his execution of firearms is to add flavor while impacting the game minimally. His guns are basically slightly superior crossbows. Personally, this implementation doesn't meet minimum standards for versimlitude. </p><p></p><p>1) Once you hit the musket stage, guns are simple rather than exotic weapons. In fact, the thing that makes guns so important early on is that they are easy to use.</p><p>2) Guns aren't all powerful, but they should be notably more powerful than non-firearm missile weapons.</p><p>3) Reloading an early firearm should take at least 5 rounds or so (without a fast loading feat). This is one of the reasons #2 needs to be true. </p><p></p><p></p><p></p><p>This only serves to keep them out of NPC hands. It doesn't do alot to keep them out of PC hands. Although forcing the expenditure of a feat might give pause, if they really are powerful it won't give pause for long. You example culture is reasonable and interesting, but it won't keep guns out of PC's hands because PC's can just steal/loot or otherwise obtain the ammo/weapons. The more the NPC's rely on guns to punish this behavior, the easier it will be for PC's to evade the regulations by simply looting opponents.</p><p></p><p>My personal preference if I were to add them to a campaign would be to make them fairly common, reasonably inexpensive, somewhat powerful, but only moderately helpful to the PC's. For example, that 5 round reloading time - while realistic - seriously hampers the utility of a musket compared to a sword in the hands of a hero. And, for the genera we are trying to capture, that's probably exactly what we want.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 3367441, member: 4937"] The execution you wish to adopt depends on your goals. If you want 'realistic' firearms, versimlitude, or firearms that impact the campaign minimally, you should adopt different executions. Monte's apparant goal in his execution of firearms is to add flavor while impacting the game minimally. His guns are basically slightly superior crossbows. Personally, this implementation doesn't meet minimum standards for versimlitude. 1) Once you hit the musket stage, guns are simple rather than exotic weapons. In fact, the thing that makes guns so important early on is that they are easy to use. 2) Guns aren't all powerful, but they should be notably more powerful than non-firearm missile weapons. 3) Reloading an early firearm should take at least 5 rounds or so (without a fast loading feat). This is one of the reasons #2 needs to be true. This only serves to keep them out of NPC hands. It doesn't do alot to keep them out of PC hands. Although forcing the expenditure of a feat might give pause, if they really are powerful it won't give pause for long. You example culture is reasonable and interesting, but it won't keep guns out of PC's hands because PC's can just steal/loot or otherwise obtain the ammo/weapons. The more the NPC's rely on guns to punish this behavior, the easier it will be for PC's to evade the regulations by simply looting opponents. My personal preference if I were to add them to a campaign would be to make them fairly common, reasonably inexpensive, somewhat powerful, but only moderately helpful to the PC's. For example, that 5 round reloading time - while realistic - seriously hampers the utility of a musket compared to a sword in the hands of a hero. And, for the genera we are trying to capture, that's probably exactly what we want. [/QUOTE]
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What Do You Do For: GUNPOWDER
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