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Why do guns do so much damage?
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<blockquote data-quote="Fenris-77" data-source="post: 8295766" data-attributes="member: 6993955"><p>I didn't bring up muzzle velocity to be difficult, just to try and get a sense of what people are going for in terms of firearms damage and design impetus. A lot of people design firearms rules mostly in relation to the existing weapon rules and not as much as a strict representation of historical firearms. It can be done both ways, but they are very different projects.</p><p></p><p>In terms of adding firearms to the existing D&D weapon list, the trick is far more about how to make them even peripherally desirable as an individual weapon load out. From a functionality standpoint, assuming they are both options, there's no particular reason to pick a musket over a longbow or crossbow for a given PC. An easy design option there is to increase the damage to offset some kind of loading rule and call it a day. Essentially guns as embiggened crossbows where there's at least some differentiation from other ranged weapons. Not very historical, but it gets the job done.</p><p></p><p>Designing black powder weapons as the core weapon set for a D&D game, when you're assuming that bows are no longer a common weapon, nor are halberds and spears common infantry weapons, is a much different beast. More interesting too IMO, although I'm happy to have basic black powder in my fantasy games.</p></blockquote><p></p>
[QUOTE="Fenris-77, post: 8295766, member: 6993955"] I didn't bring up muzzle velocity to be difficult, just to try and get a sense of what people are going for in terms of firearms damage and design impetus. A lot of people design firearms rules mostly in relation to the existing weapon rules and not as much as a strict representation of historical firearms. It can be done both ways, but they are very different projects. In terms of adding firearms to the existing D&D weapon list, the trick is far more about how to make them even peripherally desirable as an individual weapon load out. From a functionality standpoint, assuming they are both options, there's no particular reason to pick a musket over a longbow or crossbow for a given PC. An easy design option there is to increase the damage to offset some kind of loading rule and call it a day. Essentially guns as embiggened crossbows where there's at least some differentiation from other ranged weapons. Not very historical, but it gets the job done. Designing black powder weapons as the core weapon set for a D&D game, when you're assuming that bows are no longer a common weapon, nor are halberds and spears common infantry weapons, is a much different beast. More interesting too IMO, although I'm happy to have basic black powder in my fantasy games. [/QUOTE]
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Why do guns do so much damage?
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