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Why DON'T people like guns in D&D?
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<blockquote data-quote="Kraydak" data-source="post: 5076886" data-attributes="member: 12306"><p>DnD (and most RPGs) have major problems with ranged weapons in general that just get exacerbated with pre-modern firearms. Modern firearms in RPGs of course suffer from the "in RL, you would never use anything that isn't a gun, so do we want to support martial artists/knife fighter character concepts" problem.</p><p></p><p>People have no problem abstracting away melee activity in a round to an arbitrary number of swings. Ammunition, on the other hand, is quite countable. If your ammunition is magic or otherwise limited, it gets even worse. So attack rates for ranged weapons *means something concrete* while attack rates for melee weapons *doesn't*.</p><p></p><p>Further, in RL it generally only takes one honest hit to drop someone. In an RPG, it frequently takes many (in DnD, it takes lots). Again, melee attacks are abstract, while ranged attacks are concrete. If it takes 10 sword "hits" to drop a guy, no one worries. If it takes 10 arrow shots, you have a problem (you can't really shoot even a bow all *that* fast). If it takes 10 *crossbow bolts*, the *concrete* loading time breaks your system. If it takes 10 early blackpowder shots, pray you are using 1 minute rounds.</p><p></p><p>As early firearms take the utter extreme in high hitting power (including, in DnD's armor piercing=to hit world, good accurary)/low ROF parameter space, they don't work in DnD. Yes, you could inflate their ROF and deflate their damage, but then, why even bother? You don't have "firearms" in any meaningful sense anymore.</p></blockquote><p></p>
[QUOTE="Kraydak, post: 5076886, member: 12306"] DnD (and most RPGs) have major problems with ranged weapons in general that just get exacerbated with pre-modern firearms. Modern firearms in RPGs of course suffer from the "in RL, you would never use anything that isn't a gun, so do we want to support martial artists/knife fighter character concepts" problem. People have no problem abstracting away melee activity in a round to an arbitrary number of swings. Ammunition, on the other hand, is quite countable. If your ammunition is magic or otherwise limited, it gets even worse. So attack rates for ranged weapons *means something concrete* while attack rates for melee weapons *doesn't*. Further, in RL it generally only takes one honest hit to drop someone. In an RPG, it frequently takes many (in DnD, it takes lots). Again, melee attacks are abstract, while ranged attacks are concrete. If it takes 10 sword "hits" to drop a guy, no one worries. If it takes 10 arrow shots, you have a problem (you can't really shoot even a bow all *that* fast). If it takes 10 *crossbow bolts*, the *concrete* loading time breaks your system. If it takes 10 early blackpowder shots, pray you are using 1 minute rounds. As early firearms take the utter extreme in high hitting power (including, in DnD's armor piercing=to hit world, good accurary)/low ROF parameter space, they don't work in DnD. Yes, you could inflate their ROF and deflate their damage, but then, why even bother? You don't have "firearms" in any meaningful sense anymore. [/QUOTE]
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Why DON'T people like guns in D&D?
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