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General Tabletop Discussion
*Dungeons & Dragons
why do we not have an arcane half caster?
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<blockquote data-quote="tetrasodium" data-source="post: 8205240" data-attributes="member: 93670"><p>I'm going to preface this by saying that none of this says that you shouldn't use guns in your game if you like them, but there are a lot of problems with the idea that guns wouldn't have to compete with the parallel development of the more mature & safer cantrips/spells at some other table as 5e once again tried to push for 6ish years despite them owning a setting that says otherwise since 2004.</p><p></p><p></p><p>Canon falls into a category generally known as artillery that includes things like a catapult & trebuchet. Luckily we now have the arcane version of artillery statted out in exploring eberron</p><p>[spoiler]</p><p>[ATTACH=full]133149[/ATTACH]</p><p>[ATTACH=full]133150[/ATTACH]</p><p>[/spoiler]</p><p>complete with this well deserved sidebar that makes going too deep into the damage aspect of this tangent somewhat irrelevant</p><p>[ATTACH=full]133151[/ATTACH]</p><p></p><p>PHB168 magic initiate has no requirements putting it on par with phb170 weapon master. By that standard learning 2 cantrips & 1 first level spell are on par with learning to use any 4 weapons & gaining a point of dex or strength.. Alternately Tasha's page 78 artificer initiate is an artificer cantrip, first level artificer spell, & proficiency with a set of artisan's tools that could presumably be used as part of a craft. Telekenetic & telepathic are also no requirement feats in Tasha's that grant a specific cantrip & pretty useful ability.</p><p></p><p>It's a significant amount of time <a href="https://www.pbs.org/opb/historydetectives/technique/gun-timeline/" target="_blank">even for firearms</a>. About 200 years ago in 1835 the first colt revolver was introduced, you might be more familiar with it as "the gun that won the west". About 200 years prior to that was the first true flintlock. About 200 or so years before that the matchlock gun appears in the 1400s making it the point where you didn't need a torch or something in your other hand to fire your gun since it briefly had a lit match held for you. Around 1200-1300ish in china there were a curiosity known as "<a href="https://en.wikipedia.org/wiki/Hand_cannon" target="_blank">hand cannons</a>"</p><p></p><p>The only setting that actively has something keeping people from learning magic is darksun & the thing keeping them from doing it is setting specific reasons for enforced illiteracy for most of the population & vigorous efforts made by those in power to eradicate anyone who might have arcane spellcasting not in service to a SK or high enough status to get a loophole. A <a href="https://tvtropes.org/pmwiki/pmwiki.php/Main/MedievalStasis" target="_blank">particular flavor</a> of cultural stasis isn't a physical limitation.</p><p></p><p>edit:cold revolver to colt revolver</p></blockquote><p></p>
[QUOTE="tetrasodium, post: 8205240, member: 93670"] I'm going to preface this by saying that none of this says that you shouldn't use guns in your game if you like them, but there are a lot of problems with the idea that guns wouldn't have to compete with the parallel development of the more mature & safer cantrips/spells at some other table as 5e once again tried to push for 6ish years despite them owning a setting that says otherwise since 2004. Canon falls into a category generally known as artillery that includes things like a catapult & trebuchet. Luckily we now have the arcane version of artillery statted out in exploring eberron [spoiler] [ATTACH type="full" alt="1614023627728.png"]133149[/ATTACH] [ATTACH type="full" alt="1614023676476.png"]133150[/ATTACH] [/spoiler] complete with this well deserved sidebar that makes going too deep into the damage aspect of this tangent somewhat irrelevant [ATTACH type="full" alt="1614023797659.png"]133151[/ATTACH] PHB168 magic initiate has no requirements putting it on par with phb170 weapon master. By that standard learning 2 cantrips & 1 first level spell are on par with learning to use any 4 weapons & gaining a point of dex or strength.. Alternately Tasha's page 78 artificer initiate is an artificer cantrip, first level artificer spell, & proficiency with a set of artisan's tools that could presumably be used as part of a craft. Telekenetic & telepathic are also no requirement feats in Tasha's that grant a specific cantrip & pretty useful ability. It's a significant amount of time [URL='https://www.pbs.org/opb/historydetectives/technique/gun-timeline/']even for firearms[/URL]. About 200 years ago in 1835 the first colt revolver was introduced, you might be more familiar with it as "the gun that won the west". About 200 years prior to that was the first true flintlock. About 200 or so years before that the matchlock gun appears in the 1400s making it the point where you didn't need a torch or something in your other hand to fire your gun since it briefly had a lit match held for you. Around 1200-1300ish in china there were a curiosity known as "[URL='https://en.wikipedia.org/wiki/Hand_cannon']hand cannons[/URL]" The only setting that actively has something keeping people from learning magic is darksun & the thing keeping them from doing it is setting specific reasons for enforced illiteracy for most of the population & vigorous efforts made by those in power to eradicate anyone who might have arcane spellcasting not in service to a SK or high enough status to get a loophole. A [URL='https://tvtropes.org/pmwiki/pmwiki.php/Main/MedievalStasis']particular flavor[/URL] of cultural stasis isn't a physical limitation. edit:cold revolver to colt revolver [/QUOTE]
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