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Switch to Forum Live View Guns Should be Allowed in D&D
6 years ago  ::  Jan 02, 2007 - 11:07PM #1
ludomastro
Date Joined: Nov 23, 2006
Posts: 28
When the subject of firearms in D&D comes up there are usually only three responses.  The purists shout, “It’s fantasy!  There can be NO firearms.”  The progressives say, “Sure, you can have firearms!  Here are the stats that we use in my game.”  Others say, “Well, why not?  If you and your DM are OK with it, have fun. But in our game…“ I personally take the third view and lean toward allowing firearms.  As always, the ultimate decision about allowing firearms rests with the DM; however, this is a position essay on why firearms should be allowed in games.

At first we need to take a look at why many people feel that firearms should not be allowed in game and then dissect those reasons.  This method runs the risk of being a straw man argument; however, I will try my best to keep on task.  Moreover, I rely on you, the reader, to keep me honest.

The first reason that is often given for why firearms should not be allowed is the “It’s fantasy!” argument.  This is often not summed up, as it is more of a position that the DM takes for his world.  I cannot offer a counter to this, as the vision for a world is very dependent on the DM.  I only offer the observation that other fantasy world use firearms.  *cough* WoW *cough*

Another common reason given against the use of firearms is that wizards wouldn’t bother making them due to having superior magic.  This is a true statement and I have no argument against it; however, this argument seems to rest on the premise that only wizards would be able to create firearms.  Why do I treat this as false?  Simply, this assumes that all intelligent people are wizards.  Can Bob, the farmer, not have an intelligence of 15 or maybe even 17?  I grant that is unlikely, however, it would not be the first time that someone was unable to do something due to their station in life.  Also, this assumes that other intelligent people – say the third son of a noble – would have no desire to develop firearms.

A closely related argument is that there is no reason for firearms because of magic in general.  The position reasons, that if you have a torch that can never be extinguished (or at least takes a really long time to go out), you don’t need electricity to create streetlights.  A magical long bow can be extremely powerful, as can magical armor.  However, does this mean that all “lesser” technological advancement will cease because magic is available?  I can’t see the average farmer having access to magical methods to bless his fields and increase his crops on a regular basis.  Would not Bob, the farmer, be interested in crop rotation?  Particularly, if he has an intelligence of 17 and pays attention to what goes on around him?  If farmer Bob knew about gun powder, or blasting powder, or anything else firearm related, he might decide to burn a little of the midnight oil and try to figure out how it works.  Realistically, this would most likely be the purview of the aristocrats, as they would have the leisure time to devote to such studies.  However, the point is that people could and would experiment despite “better” magic.

Another argument occasionally made is that wizards (or sometimes royalty) would not allow the development of firearms as they pose a threat to their powerbase.  I suppose that there could be those that would object, however, I can’t see royalty turning down a weapon that could be used against enemies.  Also, the queen may well be persuaded of the advantage of a weapon that is easy to teach to troops.  An individual wizard may or may not worry about firearms; however the increased use of firearms may prompt wizards to develop spells that specifically protect against bullets.

Certainly, the mass production of firearms is not feasible in a medieval setting.  Neither however, is the mass production of anything feasible in a medieval setting.  Even swords are not mass-produced in the setting; hence, the cost of a long sword is one that no commoner could realistically afford.

Given that D&D is fantasy, there is no reason that the two cannot coexist.  The only question in my mind, is what should firearms statistics be?  That is an answer that I cannot give as it is highly dependent on the DM.  As a DM, I would keep the tech-level low as that is all that my position supports.  Therefore, I would allow a blunderbuss, a cannon and perhaps a single shot pistol. What about balance? This is a meta-game issue that can only be resolved between players and the DM.
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6 years ago  ::  Jan 15, 2007 - 2:21PM #2
zombiegleemax
Date Joined: Aug 10, 2009
Posts: 470,906
I have actually used them with some friends. We use single shot, muzzle loaders that do 3d10 DMG, but they take two minutes to reload. We blame this on the gunpowder needing to be very compact, so it takes a long time to smush it down. So we'd usually take one shot each, then draw our swords.
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6 years ago  ::  Jan 15, 2007 - 2:51PM #3
IdleAltruism
Date Joined: Nov 28, 2006
Posts: 83

ludomastro wrote:

The only question in my mind, is what should firearms statistics be?  That is an answer that I cannot give as it is highly dependent on the DM.  As a DM, I would keep the tech-level low as that is all that my position supports.  Therefore, I would allow a blunderbuss, a cannon and perhaps a single shot pistol. What about balance? This is a meta-game issue that can only be resolved between players and the DM.


Firearms are described page 145-147 of the DMG and in the D20 modern system. They are exotic weapons and if your DM allows them great, they aren't incredible. If your campaign has a place for guns there’s nothing in the rules that says you can't use them. The thing with renaissance guns is they really aren't that effective compared to alternatives, in game terms they are exotic crossbows at best. And cannons really aren't worth the effort, its cheaper to have a wand of fire balls that weighs nothing does more damage and is more accurate then the cannon. Sure they're great for NPCs and such, but for players unless the entire campaign is based off of them they really aren't worth it.

More modern weaponry can be included into campaigns also and in the DMG it describes how you should deal with them.

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6 years ago  ::  Jan 15, 2007 - 11:08PM #4
DragonBringerX
Date Joined: Apr 3, 2005
Posts: 127
I whole heartedly agree. As a DM, in a custom world that I am building, I added guns [flintlock, rifle, a 3-shot flintlock, a blunderbuss, and a cannon the dwarves made]. A single feat makes you proficient in all of them. The states are close to that of the DMG, but not the same. I felt they didn't carry the flavor well (IMO). As my players play through the world, they see no game balance problems and love the idea. It does forward the time period a bit more then some players may care for, but I don't force anyone to play in my games. Now, the prices are higher than what a 1st level character should have, unless he doesn't buy any armor.

Now, the in-game reason for guns existing in my world is a emperor years ago (now dead) want some of his finest minds (mainly wizards) to construct something that his troops could easily use, has a powerful/magical like effect without being magical. They (the wizards) through alchemy discovered explosives. Not that far of a leap considering alchemist fire. In a fantasy world, I say that the guns are NOT real world guns and should NEVER be compared to such.

Now, the out-of-game reason for having guns is so I can have "Pirate of the Caribbean" style games if I wanted. Or even western style game. I can move the time period up some to a more Renn time period all while holding a Roman-esque empire. This is a fantasy world and there is no reason to say things didn't develop in a different order than it did in ours.
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6 years ago  ::  Jan 16, 2007 - 10:39AM #5
Enderlaand
Date Joined: Nov 6, 2003
Posts: 43
I totally agree with the points you're making here. Warcraft (the d20 RPG) uses firearms. I think it's perfectly reasonable to allow firearms in fantasy games. That being said, I've created a few different settings in my life as a DM, none of which have included firearms. I just felt they weren't necessary to my vision.

This ties in nicely with the low-magic D&D post I read here not long ago. The two in combination... Very nice.
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6 years ago  ::  Jan 16, 2007 - 7:06PM #6
zombiegleemax
Date Joined: Aug 10, 2009
Posts: 470,906
Actually, you only have to worry about balance at the low-end and only at the low-end.

Since firearms don't allow the use of your Str modifier, they're sub-par for an 'archer' builds damage, being about as damage effective as crossbow (actually, less damage effective than an x-bow actually).

So:

Bows:
+1

Crossbows:
+0

Firearms:
+0

Bows and Crossbows will probably fire more often (and using the +1 Crossbow of Reloading out of the Mini Handbook, you can use a crossbow as fast as a bow) than most firearms.

Bows:
+2

Crossbows:
+1

Firearms:
+0

Also, the 'bows' let you use magical arrows, there are no magical 'bullets' out of the box.

So:

Bows:
+3

Crossbows:
+2

Firearms:
+0

However, all weapons can be magic-ed! This is a firearms only saving grace; except for one problem; so can bows and crossbows:

So:

Bows:
+4

Crossbows:
+3

Firearms:
+1


Final analysis: Bows are able to shoot faster than a crossbow (this can be gotten around for about 4,000 gp to make a +1 light crossbow into a +1 Reloading Light Crossbow), and you can use your strength bonus for extra damage.
Crossbows and Bows can both use Magical Ammunition. Finally, Firearms can be made magical (but so can Bows and Crossbows).

Bows are
> Crossbows (better than)
and
>>>Firearms (as much as three orders of magnitude better than firearms)

Crossbows are
< Bows (worse than bows)
and
>>Firearms (as much as two orders of magnitude than a firearm)


Really, primitive firearms won't be used that much, and those that do use them will be out performed by traditional bow-users in terms of attack speed, base damage output, or potential damage output. The only difference is that a crossbow user will have slightly less average damage than the firearm users. So, armies of conscripts in your campaign world will use firearms, but will probably use crossbows just as much since they're cheaper to create ammunition for.

On the other hand, professional mercenaries will have squads of Rapid Shotting (and perhaps, even Arrow Storming) musketeers, -7 to your attacks rolls for +3 attacks per round can really add up to quite a lot of fire if you're using the grouped fire rules from Heroes of Battle.

The funny thing is that, regardless of what I just said; those same men with crossbows will do more damage with 1-50 +2 bolts thanks to a Greater Magic Weapon cast on every 50 bolts. So, really, the 'purists' are actually right, but not for reasons that they would care to acknowledge: Guns aren't commonly used b/c they suck as weapons. Legolas beats Athos, Porthos and any other musketeer in a shoot-out.

The reasons people think that a firearm > Bow, is that they never consider the fact that magic is forgotten in such a thought. If the natives of the Americas had +1 Icy Longbows with Flaming Arrows (thanks to a Flame Arrow spell cast on 50 arrows ahead of time), they would have wiped the floor with the English and their +1 Flaming Muskets.

The inherent power of a firearm won't be seen by the players since they aren't groundpounders in His Majesties Royal Shortbowmen who face The Dauphin's Imperial Musketeers, using shortbows vs muskets.

Instead of being Grundgar, Dwarven Hunter with his tamed Polar Bear Snuggles; they'll be Soveliss, Rapid-Arrowstorm-Shotting the enemy hordes of the Duergar 34th Ice Muskets Brigade with a +4 Penetrating Shot Composite Longbow with +1 Flaming Icy Keen arrows; while his foes are stuck with +1 Icy Shock Muskets at best.

In any case, it doesn't matter whether a PC uses a Bow or not from a flavour point of view. The mechanics of your character can be represented with whatever the hell you want. For example, you could be Grundgar, the Dwarven Hunter. Who uses a mithral rifle with adamantine bullets and has a Polar Bear companion. Just write down that you have a darkwood weapon that uses adamantine ammunition that you buy in lots of 50 for the exact same cost as adamantine arrows. Since really, flavour can be have it's neck twisted to represent anything you want it to.

Mechanically, the above works exactly like a bow user using adamantine arrows, but no one knows any different. Sort of like the 'soulknife' that I made for a campaign; he was a ranger as well. He just had 'soulknife channeling knuckles' that he wore on his fingers (instead of a bow) and 'psychic bullets' that he carried in a belt pouch (instead of arrows).

Really, I could play a 'fighter' but have all of my class levels in wizard. It's easy; I have the 'Furious Growth' fighter feat (aka Enlarge person); I fire 'unerring daggers' (magic missile) and I drop 'One Thousand Flaming Caltrops!' on my enemies at a distance (aka... fireball).

Really, if players want guns, let them, just re-write your bows and arrows and presto! You've got rules for guns that only a really savvy player will figure out.
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6 years ago  ::  Jan 16, 2007 - 7:42PM #7
Return_of_the_Flumph
Date Joined: May 29, 2005
Posts: 251
Seeing as firearm stats and advice are included in both the DMG and Stormwrack, this seems like a moot point.
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6 years ago  ::  Jan 16, 2007 - 11:43PM #8
zombiegleemax
Date Joined: Aug 10, 2009
Posts: 470,906
Well said! Fire arms are pretty cool in a fantasy setting. I’m currently involved in a campaign in which we are allowed fire arms. They are in no foreseeable way over powered. In fact, I think the only way fire arms can be really powered is when a dm is stupid enough to say: "Sure you can have a laser rifle dealing 3d8 damage and counts as a range touch attack."

When it comes down to it, it is up to the dm to decide on his setting. That said, I think DMs should consider or at least listen to a player’s suggestion about the setting.
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6 years ago  ::  Jan 17, 2007 - 10:53AM #9
ornitholestes
Date Joined: Jan 15, 2003
Posts: 7
Interesting points. While I usually do not use firearms, that is a matter of personal preference and I could certainly envision them in the right setting. I think your point about guns and fantasy being coexistent is right on. In fact, while fantasy is usually taken to mean a pseudo-medieval (or at least low technology setting) this is certainly not the case. Star Wars is an example that is cited often, but there are many others. Even modern day works of fiction (like The X-Files) could be considered fantasy.

I would like to bring up one more point that you didn't mention, some people say that firearms would not be invented because of the power of a magical longbow. That said, I see no reason that (in the right setting) a wizard could not enchant firearms! Sure this might come off cheesy in thrown into your medieval fantasy world, but D&D can be used to create a wide variety of settings.
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6 years ago  ::  Jan 17, 2007 - 11:50AM #10
Enderlaand
Date Joined: Nov 6, 2003
Posts: 43
How is it moot? The original article is a discussion giving reasons why you should allow guns in your fantasy game. Just because rules exist doesn't mean the discussion over whether those rules should be used is over.
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