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Why DON'T people like guns in D&D?
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<blockquote data-quote="Glade Riven" data-source="post: 5077985" data-attributes="member: 86468"><p>I can see how guns can grate people wrong. As to why firearms arn't usually developed in D&D settings...seriously; weapon wands, even those that need a range-touch role, are far more potent. Most settings do not have a need for firearms to develope. I did a check one time with Privateer Press's Iron Kingdoms setting (which has guns) on building a "ray gun" out of their Liber Mechanica book. The damage was sick in comparison (Scorching Ray 4d6 vs. Range Touch, hook it up to warcaster armor via a cable and infinite WAND of DOOM vs. 2d8 gun that requires a skill check to reload on the next turn).</p><p> </p><p>Now, I like guns & my players like guns, and am working on some homebrew rules for a Pathfinder campaign setting. It starts with smoothbore muskets as exotic weapons with a 1dx (x being dice size for type of weapon) 17-20/x3 crit, full round action to reload. Hard to hit things accuratly, but when they do hit, the wound is nasty. It makes my PCs slightly uncomfortable with their mortality. Possible upgrades increase accuracy (rifling, 2dx dmg 19-20/x2 crit), but lessens the potential nastyness of the crit. Cartrege system upgrade improves reload time, but costs extra per round. Costs are equil to certaint magical improvements. In my setting it fits the fluff, and it makes random NPCs or villians dangerous. I can see it not working in other settings, though.</p><p> </p><p>Oh, and Eberron doesn't have guns explicitly mentioned in any of the books - but if it exists in D&D, it exists somewhere in Eberron.</p></blockquote><p></p>
[QUOTE="Glade Riven, post: 5077985, member: 86468"] I can see how guns can grate people wrong. As to why firearms arn't usually developed in D&D settings...seriously; weapon wands, even those that need a range-touch role, are far more potent. Most settings do not have a need for firearms to develope. I did a check one time with Privateer Press's Iron Kingdoms setting (which has guns) on building a "ray gun" out of their Liber Mechanica book. The damage was sick in comparison (Scorching Ray 4d6 vs. Range Touch, hook it up to warcaster armor via a cable and infinite WAND of DOOM vs. 2d8 gun that requires a skill check to reload on the next turn). Now, I like guns & my players like guns, and am working on some homebrew rules for a Pathfinder campaign setting. It starts with smoothbore muskets as exotic weapons with a 1dx (x being dice size for type of weapon) 17-20/x3 crit, full round action to reload. Hard to hit things accuratly, but when they do hit, the wound is nasty. It makes my PCs slightly uncomfortable with their mortality. Possible upgrades increase accuracy (rifling, 2dx dmg 19-20/x2 crit), but lessens the potential nastyness of the crit. Cartrege system upgrade improves reload time, but costs extra per round. Costs are equil to certaint magical improvements. In my setting it fits the fluff, and it makes random NPCs or villians dangerous. I can see it not working in other settings, though. Oh, and Eberron doesn't have guns explicitly mentioned in any of the books - but if it exists in D&D, it exists somewhere in Eberron. [/QUOTE]
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Why DON'T people like guns in D&D?
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