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Worlds of Design: How Would You Design For Spelljammer?
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<blockquote data-quote="Jay Verkuilen" data-source="post: 7741995" data-attributes="member: 6873517"><p>First of all, Hollywood to the contrary, firearms aren't massively more deadly than other weapons. Their main benefit is that they're really convenient and not dependent on strength of the wielder. Having a gun to your throat or a knife to your throat is both about equally bad but not to any even mid-level character even if the holder is a high level rogue. Many people have survived a gunshot wound and there are notable examples of soldiers fighting through a battle with several wounds. Hit points, despite their issues and notable Murphy's rules moments, do useful work in terms of making combat reasonably survivable and exciting despite the massive scale differences between combatants, who can range from pixies to dragons. </p><p></p><p>My feeling is if your secondary reality needs guns to be deadlier, build it into critical hits. For instance, a gun may have as a property that it does some extra dice of damage on a critical or may critical more often. For instance, you could have something like:</p><p></p><p><em>Firelock Weapon</em>: Firelock weapons' critical range is extended by 1 and upon a critical they do an extra D10 damage upon a critical. </p><p></p><p>That would be enough to make them fairly nasty, especially in the hands of a character like a Champion Fighter who already has an extended critical range. I don't think the average damage would be all that much higher, but it would feel fun for the 3 attack character festooned with pistols.</p></blockquote><p></p>
[QUOTE="Jay Verkuilen, post: 7741995, member: 6873517"] First of all, Hollywood to the contrary, firearms aren't massively more deadly than other weapons. Their main benefit is that they're really convenient and not dependent on strength of the wielder. Having a gun to your throat or a knife to your throat is both about equally bad but not to any even mid-level character even if the holder is a high level rogue. Many people have survived a gunshot wound and there are notable examples of soldiers fighting through a battle with several wounds. Hit points, despite their issues and notable Murphy's rules moments, do useful work in terms of making combat reasonably survivable and exciting despite the massive scale differences between combatants, who can range from pixies to dragons. My feeling is if your secondary reality needs guns to be deadlier, build it into critical hits. For instance, a gun may have as a property that it does some extra dice of damage on a critical or may critical more often. For instance, you could have something like: [I]Firelock Weapon[/I]: Firelock weapons' critical range is extended by 1 and upon a critical they do an extra D10 damage upon a critical. That would be enough to make them fairly nasty, especially in the hands of a character like a Champion Fighter who already has an extended critical range. I don't think the average damage would be all that much higher, but it would feel fun for the 3 attack character festooned with pistols. [/QUOTE]
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