Camicon wrote:Cerrania wrote:What if firearms were a type of magic? Perhaps a custom class?Saleon wrote:mess with the gun stats, and meld magic in between. Besides, guns back then were really bad at aiming, so they were really close range in use. During the revolutionary war, soldiers had to stand in lines and fire at once to at least be able to hit a couple people. You could have specific magic for guns, too.
Guns may have been inaccurate when they were starting out, but they still made heavy armour and bows obsolete.
Now, if firearms are made into a magic spell of some kind, again, it makes a great deal of combat magic obsolete. And if they aren't magic, i.e. anybody can use them, then it makes magic users in general (and anyone who relies on bows or heavy armour) far less important (and less effective) in combat. Who needs a Magic Missile when you can blow a man's head clean off from twenty-feet away? Particularly when you can do so far more frequently through a day than a mage can. What's the point in wearing heavy plate armour when some conscripted grunt can kill you with a single shot before you get close enough to chop his head off?Free Empire of the Low Isles wrote:
Yes, guns put armor out of style for those that could afford them, but usually, guns weren't that common until they could be mass produced. So, simple solution, gunpowder weapons are relatively new and very expensive.
And I don't know about you, but I'd take the 'no way you couldn't miss' magic missile over a gun any day.
Early firearms, those that were being made when they weren't widely used, were large (pistols were not a thing), horrifically inaccurate (smoothbore sucks), unreliable (before flintlock, firing mechanisms were shit), slow to reload (unless you had prepared shots), etc. If those are the kinds of firearms you want, I would ask you: why do you want them? When they're so clearly inferior to a crossbow, why would you want something which is more expensive, less reliable, less accurate, more unwieldy, louder, etc.
And if you make firearms sufficiently advanced that you avoid all those problems, well, you've reached a point in time where they were not uncommon, and all the problems I listed before come into play.
That seems fair. But a lot of firearms had intimidation factor when they weren't common, specifically because of the loud noise, bright flash, and smoke produced. However, your points are valid. Firearms would probably mess up the flow of the magic in D&D. I was simply posing a question.
If we do decide to reboot, should we meld the crews into one ship and start at Candlebright Cove?