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7 months ago  ::  Nov 27, 2012 - 2:47PM #51
Trance-Zg
Date Joined: May 24, 2012
Posts: 454

Nov 26, 2012 -- 6:20PM, MechaPilot wrote:

I don't see a reason why they need to be relegated to a supplement.  I say put them in the PHB, but make sure it's clear that the inclusion/exclusion of firearms is a worldbuilding choice, and is thus left to the DM, whose approval the players will need to get before being allowed to use them.

Also. . .
Death to smoke powder!
I shouldn't have to rely on finding a magic powder as treasure to power my gun.
Death to backfires!
Guns should be as reliable as crossbows.  Gimps can be added as flavor options, but not included for balance.
Screw realistic/quazi-realistic reloads!
If you use guns, you should be able to use them every round.  Just about the only realistic way to treat guns is to make them one shot per encounter SoD (using the threshold version of SoD) weapons.




well, that depends on what level of technology you want?

16th century?

17th?

18th?

19th?

20th?

21st top class?


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7 months ago  ::  Nov 27, 2012 - 2:48PM #52
The_Jester
  • Stampeding Hybrid
Date Joined: Nov 1, 2003
Posts: 3,571

Nov 26, 2012 -- 5:31PM, bluespruce786 wrote:

I was just reading over Ed Greenwood's article on Early guns from Dragon #60. Have firearms made an appearance anywhere else in D&D canon.


 I think they would be an excellent addition, but hard to manage and would really stress future history in the campaign. But I’m sure there are creative workarounds that could be implemented to keep them from dominating the game. Thanks for your input



Firearms are a great rules module. You should be able to drop them into any campaign if you wish. Some D&D campaign worlds have a long history with guns so having the option would be nice.
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7 months ago  ::  Nov 27, 2012 - 2:52PM #53
Saelorn
Date Joined: May 27, 2012
Posts: 3,118

Nov 27, 2012 -- 10:59AM, greatfrito wrote:

That said, I would guess that I'm an outlier, in that my "fantasy firearms" almost always lean toward "the American West"-era weapons, and not the lower "tech levels" that are usually given rules, when rules are given at all.


In general, I don't see the point of any gun older than a revolver.  If their damage is not going to be pumped up to un-realistic levels, then they need to be able to fire every round, and rules for fouled powder only make for additional bookkeeping.  

The metagame is not the game.
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7 months ago  ::  Nov 27, 2012 - 3:00PM #54
Jenks
Date Joined: Apr 4, 2008
Posts: 2,499

Nov 27, 2012 -- 2:52PM, Saelorn wrote:

Nov 27, 2012 -- 10:59AM, greatfrito wrote:

That said, I would guess that I'm an outlier, in that my "fantasy firearms" almost always lean toward "the American West"-era weapons, and not the lower "tech levels" that are usually given rules, when rules are given at all.


In general, I don't see the point of any gun older than a revolver.  If their damage is not going to be pumped up to un-realistic levels, then they need to be able to fire every round, and rules for fouled powder only make for additional bookkeeping.  




It's true. Here's a quote from Wikipedia on Flintlock weapons.

"Because of the time needed to reload (even experts needed 15 seconds to reload a smooth-bore, muzzle-loading musket[3])...". The part cut out was about them having more than one barrel to save time reloading. 6 seconds is a blessing. Not to mention the failure rate was very high due to high number of steps involved with each reload.

Really high damage dice is the only way to make it worth it without breaking immersion or any kind of sense of realism. But...then it's unbalanced

My two copper.



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7 months ago  ::  Nov 27, 2012 - 3:08PM #55
bluespruce786
Date Joined: Oct 21, 2012
Posts: 723

Nov 27, 2012 -- 2:52PM, Saelorn wrote:

Nov 27, 2012 -- 10:59AM, greatfrito wrote:

That said, I would guess that I'm an outlier, in that my "fantasy firearms" almost always lean toward "the American West"-era weapons, and not the lower "tech levels" that are usually given rules, when rules are given at all.


In general, I don't see the point of any gun older than a revolver.  If their damage is not going to be pumped up to un-realistic levels, then they need to be able to fire every round, and rules for fouled powder only make for additional bookkeeping.  




The scare factor of the early guns would be pretty significant. And something as simple as a hand cannon or blunderbuss would really help to thin out  hordes of kobolds or rats or whatever. Wrecan linked a great blog post about how he rules that guns act like an area effect slow because they cause fear and doubt. To me these kinds of affects are the neat thing about firearms.
When you start stating them as modern day weapons or even post wheellock they lose the ambience that I am looking for. 
From your post it looks like you really want to play is a swashbuckler sort of campaign. That could be fun to, and well within the rules scope of D&D I think.

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7 months ago  ::  Nov 27, 2012 - 3:11PM #56
Jenks
Date Joined: Apr 4, 2008
Posts: 2,499

Nov 27, 2012 -- 3:08PM, bluespruce786 wrote:

Nov 27, 2012 -- 2:52PM, Saelorn wrote:

Nov 27, 2012 -- 10:59AM, greatfrito wrote:

That said, I would guess that I'm an outlier, in that my "fantasy firearms" almost always lean toward "the American West"-era weapons, and not the lower "tech levels" that are usually given rules, when rules are given at all.


In general, I don't see the point of any gun older than a revolver.  If their damage is not going to be pumped up to un-realistic levels, then they need to be able to fire every round, and rules for fouled powder only make for additional bookkeeping.  




The scare factor of the early guns would be pretty significant. And something as simple as a hand cannon or blunderbuss would really help to thin out  hordes of kobolds or rats or whatever. Wrecan linked a great blog post about how he rules that guns act like an area effect slow because they cause fear and doubt. To me these kinds of affects are the neat thing about firearms.
When you start stating them as modern day weapons or even post wheellock they lose the ambience that I am looking for. 
From your post it looks like you really want to play is a swashbuckler sort of campaign. That could be fun to, and well within the rules scope of D&D I think.



100%. Honestly larger guns like that would be better for the sheer effect of firing them than for their actual damage. I know if I had no experience with gun power I would probably **** my pants if someone fired a blunderbuss near me.

My two copper.



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7 months ago  ::  Nov 27, 2012 - 4:16PM #57
Maxperson
Date Joined: Mar 22, 2008
Posts: 22,849
I don't care if firearms appear in books for those who want to use them, but I never will allow a single gun into a game that I run.  They just don't seem like they belong in D&D to me.
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7 months ago  ::  Nov 27, 2012 - 5:10PM #58
bluespruce786
Date Joined: Oct 21, 2012
Posts: 723

Nov 27, 2012 -- 3:11PM, Jenks wrote:


100%. Honestly larger guns like that would be better for the sheer effect of firing them than for their actual damage. I know if I had no experience with gun power I would probably **** my pants if someone fired a blunderbuss near me.




Yeah that’s what I think is really cool about them. Its the whole package of; opportunity for over the top verbal and somatic description, area affect damage, knock back damage, shock and awe, morale checks, awesome new entries for the critical miss chart, and the critical hit chart come to think of it, money pit, and great opportunity for RP in instances where the villagers have never seen a firearm. 

They will provide a lot of entertainment. The damage stats are almost irrelevant, If I need or want to increase damage there are easier ways to accomplish that i.e. poison, sharper harder metals, or alchemy. 


 Also they will be a nice counterpoint to magic. As time has gone on magic has become a smaller and smaller part of my milieu. This trend allows magic and its practitioners to be something unfamiliar, weigh-points of unearthly and perhaps abhorrent powers scattered throughout the lands of normal.


 And so, with firearms to help fill in that tactical gap, the practice of magic using can once again assume its rightful place as an illustration of the strange, a reminder that this place is not something that the players should make assumptions about.


I think I'm going to start fleshing out the rules and collecting some images. Thanks everyone for the feedback, some of my ideas should absolutely not be pursued. But from the conversation happening here I think this one may lead somewhere interesting.  

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7 months ago  ::  Nov 27, 2012 - 5:18PM #59
Xynthoros
Date Joined: Aug 24, 2010
Posts: 732
But forgotten realms has black powder... they just aren't super refined and blow up in your face almost as often as not... (referencing legend of Drizz't)
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7 months ago  ::  Nov 27, 2012 - 5:37PM #60
bluespruce786
Date Joined: Oct 21, 2012
Posts: 723
I can’t believe that this;

Nov 27, 2012 -- 5:18PM, Xynthoros wrote:

But forgotten realms has black powder... they just aren't super refined and blow up in your face almost as often as not... (referencing legend of Drizz't)


 Will be the epilog of my thread. Where is the justice! There should be rules that prevent poster fiat like that! I didn’t come here to be abused or to act as amusement for your sadistic screwed up game. I’m going to get a new thread epilog writer!

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