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1 year ago  ::  Mar 31, 2012 - 10:41PM #1
MechaPilot
Date Joined: Oct 5, 2007
Posts: 9,372
One thing I really hope that DDN gives us that 4e didn't is rules for firearms.  I realize that not everyone wants firearms in their game, and that's fine.  I just hope it's a module that's presented in the PHB, perhaps as part of a larger module that deals with games set in or inspired more by the renaissance or age of sail eras than the medieval one.

While AD&D 2e and 3e both gave rules for firearms, both systems seriously gimped them.  Guns in AD&D 2e were powered by a kind of magic gunpowder and had a static 5% chance of blowing up on you.  Guns in 3e were presented in the DMG and required an exotic weapon proficiency to use; the renaissance ones couldn't be fired every round, seriously making you wonder if they were worth the feat to use them effectively, and when it came to the modern ones that could fire every round the DMG said to treat them as artifacts.  It also gave no advice about providing ammunition for reloading.  That can certainly be an option for those who like gimped firearms, but I believe those who want firearms to be gimped would simply rather they not be included.  I further suspect that this gimping of guns was done not for the sake of verisimilitude but to make guns unattractive and, in 3e, to feat tax those who were intent on using them.

What I really want is for DDN to have guns that can be used every round, that don't require separate feats to be proficient with pistols and rifles, and that are just reliable enough that PCs don't have to worry about them blowing up each time they're used.
Why Mechanics-Alignment Integration is Bad Show

Mar 4, 2012 -- 5:04PM, MechaPilot wrote:

Mar 4, 2012 -- 3:46PM, Warrant wrote:

so why even play a fighter if you can play the paladin the exact same way behaviorally and get added power to boot. "Paladin" is about accepting better game-enhancing mechanics at the price of more rigid in game behavior.


Really?  So it goes something like this?

Fighter: "I want to be a paladin."
NPC: "Really?"
Fighter: "Yes."
NPC: "Very well."  Starts reading from a holy book while still in-character "Do you accept having to choose and stick to the lawful good alignment, eventhough neither of us actually knows that it exists or what it is?"
Fighter: "I do."
NPC: "Do you reject good game balance because you accidentally rolled a high Charisma?"
Fighter: "What?"
NPC: "I don't know what it means either."
Fighter: "Oh.  Umm, ok I do."
NPC: "In the name of all that is metagamey and broken, accept these better game enhancing mechanics."
Fighter: "These what?"
NPC: "Just get out there and try to fulfill a million different people's notion of good while not violating and part of any of them."


taking an argument too far Show

Apr 16, 2012 -- 9:27PM, Frostball wrote:

So the system is designed such that every single hit needs to be described to avoid confusion?  Here's a scenario.  The players are nudists, everybody in the world are nudists, it's not weird, it's totally normal in this land.  They are naked and they fight drakes taking damage throughout, but healing up with surges.  Later they meet the guy who raised the drakes.

Part 1:  I didn't describe any of the hits.  What does he see?

Part 2:  Lets say I described the drakes as biting the players, yet they healed up.  What does he see?



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1 year ago  ::  Mar 31, 2012 - 11:03PM #2
Tlantl
Date Joined: Feb 10, 2007
Posts: 504
I agree. I use firearms in my home game. I see them as being another weapon's option. The reality of muzzle loaders on the field of battle makes using them consistently problematic but they do add flavor to the setting. The use of magic to speed things up helps a lot but makes them really expensive. 

I pretty much went to six guns, shotguns and cannons. Bullets are reasonably cheap. Guns in my world are simple weapons as they should be.  
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1 year ago  ::  Mar 31, 2012 - 11:36PM #3
SAR101
Date Joined: Feb 6, 2012
Posts: 35
While I prefer to keep guns out of the core of 5e I wouldn't mind them being statted and offered in a module or as a side thing in the DMG. This being said they most definitly should be an exotic weapon or require something along the lines of Firearm Prof. There is no way that the firearms which would be prevelent in a Pirate era, or prior, would be a simple weapon that any commoner can pick up and use effectively. These guns were difficult to load, aim, and reload properly without special training in them.
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1 year ago  ::  Mar 31, 2012 - 11:54PM #4
TheMormegil
Date Joined: Aug 19, 2007
Posts: 2,064
Rules for firearms are cool, but I don't want them in a vacuum. Remember 3.5's modern weapon rules? Those were in a vacuum. No support, classes still needed firearm prof even in a dedicated campaign, there was no thought of balance (as with most everything in 3.5, but eh)... in a word, they were almost unusable without extensive work and houseruling.

I'd rather have a "Skulls & Crossbones" expansion book detailing naval combat, firearms and having class options for those things. Something focused on it, with good rules. And possibly a "Robots & Spaceships" for future stuff, again with good focused rules that cover the trope well. This is part of my idea that all expansion books should serve to fit the needs of a certain type of campaign: sword & sorcery, futuristic, pirates, prehistoric, steampunk... There's tons of material and possible ideas, and I'd rather have a complete set of rules dedicated to something, working well and in a cohesive way, than an add-on that's barely given any thought.
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Reflavoring: the change of flavor without changing any mechanical part of the game, no matter how small, in order to fit the mechanics to an otherwise unsupported concept.
Retexturing: the change of flavor (with at most minor mechanical adaptations) in order to effortlessly create support for a concept without inventing anything new.
Houseruling: the change, either minor or major, of the mechanics in order to better reflect a certain aspect of the game, including adapting the rules to fit an otherwise unsupported concept.
Homebrewing: the complete invention of something new that fits within the system in order to reflect an unsupported concept.


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1 year ago  ::  Apr 01, 2012 - 2:38AM #5
Butcha
Date Joined: Jun 29, 2008
Posts: 323
I really want to see this in a separate expansion book.

There are a few things in the D&D universe that can make me die a little when I see them. Firearms and spelljammers being two of them.

While I could imagine doing specialized campaigns using both of them, they are so far off compared to the normal setting I use, it is immersionbreaking being reminded that they even exist in normal campaigns. I just don't want to be looking for a rule in the core rulebook in the middle of an adventure to suddenly see a listing of guns or spaceships.
     


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Every time you abuse the system you enforce limitations.
Every time the system is limited we lose options.
Breaking an RPG is like cheating in a computer game.
As a DM you are the punkbuster of your table.
Dare to say no to abusers.
Make players build characters, not characters out of builds.





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1 year ago  ::  Apr 01, 2012 - 3:26AM #6
Asperdn
Date Joined: Jan 13, 2012
Posts: 197

Polyhedron magazine may 2002, had a nice article on firearms associated with spell jammers, and there was a nice section on them in the back of the 3.5 DMG somewhere. I think it’s very easy to drop  medieval fire arms (flint locks etcetera) into just about any D&D campaign if you like them. This would be an easy add on module just a couple of pages really. A small side bar or a drop in ,in the DMG should cover it.

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1 year ago  ::  Apr 01, 2012 - 8:47AM #7
Lugnut171
Date Joined: May 9, 2011
Posts: 505
I like firearms, and would like them to be useful, and balanced compared to other weapons.  Hopefully we can finally get that.
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1 year ago  ::  Apr 01, 2012 - 1:02PM #8
Emerikol
Date Joined: Apr 23, 2009
Posts: 4,454
I'd be against them being in the first book but only because of space.  (Unless they are just an entry and then that'd be ok).   I am certain though that modularity will help you get what you want.  So be hopeful.

Also it's merely an opportunity cost opinion and not any desire by me to prevent you from having the rules. 
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narrativism vs simulationism
A great blog on the business side of 4e and its impact on WOTC
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metagame dissonance (plot coupon)    
dissociative mechanics (same as my own metagame dissonance. A great article.)
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1 year ago  ::  Apr 01, 2012 - 1:09PM #9
Salla
Date Joined: Apr 3, 2003
Posts: 23,524

Apr 1, 2012 -- 8:47AM, Lugnut171 wrote:

I like firearms, and would like them to be useful, and balanced compared to other weapons.  Hopefully we can finally get that.




I agree, especially the 'useful and balanced' part.  I definitely do not want 'realistic' early firearms that have ridiculous reload times and other stupid drawbacks.

Another day, another three or four entries to my Ignore List.
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1 year ago  ::  Apr 01, 2012 - 1:31PM #10
MechaPilot
Date Joined: Oct 5, 2007
Posts: 9,372

Mar 31, 2012 -- 11:36PM, SAR101 wrote:

While I prefer to keep guns out of the core of 5e I wouldn't mind them being statted and offered in a module or as a side thing in the DMG. This being said they most definitly should be an exotic weapon or require something along the lines of Firearm Prof. There is no way that the firearms which would be prevelent in a Pirate era, or prior, would be a simple weapon that any commoner can pick up and use effectively. These guns were difficult to load, aim, and reload properly without special training in them.


Just to clarify, I have no problem with guns being an exotic weapon proficiency.  I just don't want to have to take separate exotic weapon proficiencies for each individual pistol, musket, rilfe, or blunderbus the way it worked in both 3e and 4e.  Just make Exotic Weapon Proficiency: Small Arms, and let that be the end of it.

Mar 31, 2012 -- 11:54PM, TheMormegil wrote:

Rules for firearms are cool, but I don't want them in a vacuum. Remember 3.5's modern weapon rules? Those were in a vacuum. No support, classes still needed firearm prof even in a dedicated campaign, there was no thought of balance (as with most everything in 3.5, but eh)... in a word, they were almost unusable without extensive work and houseruling.

I'd rather have a "Skulls & Crossbones" expansion book detailing naval combat, firearms and having class options for those things. Something focused on it, with good rules. And possibly a "Robots & Spaceships" for future stuff, again with good focused rules that cover the trope well. This is part of my idea that all expansion books should serve to fit the needs of a certain type of campaign: sword & sorcery, futuristic, pirates, prehistoric, steampunk... There's tons of material and possible ideas, and I'd rather have a complete set of rules dedicated to something, working well and in a cohesive way, than an add-on that's barely given any thought.


I'm for all of that as well.  I'm a fan of D20 Modern as well as D&D and have purchased D20 Past (with rules for pirates and such) and D20 Future.  Neither of these books were what they could have been, but post-medieval, modern, and future settings could be developed as modules for DDN; and I know I would buy them.  Heck, it might even bring back the fans of D20 Modern, who feel abandoned by WotC.

Apr 1, 2012 -- 2:38AM, Butcha wrote:

I really want to see this in a separate expansion book.

There are a few things in the D&D universe that can make me die a little when I see them. Firearms and spelljammers being two of them.

While I could imagine doing specialized campaigns using both of them, they are so far off compared to the normal setting I use, it is immersionbreaking being reminded that they even exist in normal campaigns. I just don't want to be looking for a rule in the core rulebook in the middle of an adventure to suddenly see a listing of guns or spaceships.


I'm ok with it being in a separate expansion book, but I don't think "It breaks my immersion to see guns presented in an optional module in the back of a core book" is an acceptable argument.  There's going to be a lot of modular options (if it goes the way they have said it would) and you will eventually have to flip through a book that has stuff that you don't want in your game just to get to something that you do want.

Apr 1, 2012 -- 1:09PM, Salla wrote:

Apr 1, 2012 -- 8:47AM, Lugnut171 wrote:

I like firearms, and would like them to be useful, and balanced compared to other weapons.  Hopefully we can finally get that.




I agree, especially the 'useful and balanced' part.  I definitely do not want 'realistic' early firearms that have ridiculous reload times and other stupid drawbacks.


I hope there is an option for realistic, for those who want it, but I really want functional guns that can be fired every round (I want that for crossbows too, btw).  It is my opinion that restricting guns and crossbows to realistic reload times, and giving guns a chance to explode when used, has usually been an attempt to make them impotent options, in the hope that players won't choose to use them, and has almost nothing to do with providing verisimilitude.

Apr 1, 2012 -- 1:02PM, Emerikol wrote:

I'd be against them being in the first book but only because of space.  (Unless they are just an entry and then that'd be ok).   I am certain though that modularity will help you get what you want.  So be hopeful.

Also it's merely an opportunity cost opinion and not any desire by me to prevent you from having the rules. 


You've always been very reasonable about the modularity aspect, so I get where you're coming from.  I'd love to see just a single page with firearm weapons tables and a brief description of each (the one or two sentance thing that other weapons will likely get), that way those of us who want them can use them from the very start; but I'm okay with waiting for a while if they present them more fully in a well-executed setting module.

Why Mechanics-Alignment Integration is Bad Show

Mar 4, 2012 -- 5:04PM, MechaPilot wrote:

Mar 4, 2012 -- 3:46PM, Warrant wrote:

so why even play a fighter if you can play the paladin the exact same way behaviorally and get added power to boot. "Paladin" is about accepting better game-enhancing mechanics at the price of more rigid in game behavior.


Really?  So it goes something like this?

Fighter: "I want to be a paladin."
NPC: "Really?"
Fighter: "Yes."
NPC: "Very well."  Starts reading from a holy book while still in-character "Do you accept having to choose and stick to the lawful good alignment, eventhough neither of us actually knows that it exists or what it is?"
Fighter: "I do."
NPC: "Do you reject good game balance because you accidentally rolled a high Charisma?"
Fighter: "What?"
NPC: "I don't know what it means either."
Fighter: "Oh.  Umm, ok I do."
NPC: "In the name of all that is metagamey and broken, accept these better game enhancing mechanics."
Fighter: "These what?"
NPC: "Just get out there and try to fulfill a million different people's notion of good while not violating and part of any of them."


taking an argument too far Show

Apr 16, 2012 -- 9:27PM, Frostball wrote:

So the system is designed such that every single hit needs to be described to avoid confusion?  Here's a scenario.  The players are nudists, everybody in the world are nudists, it's not weird, it's totally normal in this land.  They are naked and they fight drakes taking damage throughout, but healing up with surges.  Later they meet the guy who raised the drakes.

Part 1:  I didn't describe any of the hits.  What does he see?

Part 2:  Lets say I described the drakes as biting the players, yet they healed up.  What does he see?



Fencing & Swashbuckling as Armor.

D20 Modern Toon PC Race.

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