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16 New UA Feats: THE POLL!
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<blockquote data-quote="MostlyHarmless42" data-source="post: 8039427" data-attributes="member: 6845520"><p>There are a few threads lingering around, in which the usual arguments are over how much damage guns should do, should they require special training, and if so how much, and often if they should ignore armor or dexterity to AC. </p><p></p><p>The short of it is if one wants a "realistic" approach firearms should do the same damage as crossbows, and NOT ignore armor (as plate was often tested using firearms), unless they are modern weapons using better quality bullets. Whether one has them ignore dexterity is up to the DM. While the "gaming" approach is to either have them do the same damage and ignore armor, or do more damage (what the DMG chose to do) and make them harder to get or give them drawbacks.</p><p></p><p>Firearms in reality did not just suddenly get invented and magically replace other weapons, it was a gradual process and they were largely more popular because it was easier for people to pick up and use than bows (which took years or even decades to learn) and even crossbows (which were hard to reload without special equipment). With a "realistic" approach to firearms they should require simple weapon proficiency at most. </p><p></p><p>The problem with the DMG approach of increasing damage and increasing difficulty in obtaining proficiency it is literally <em>the opposite</em> of why guns became so widespread and used. I personally wish they had stuck in some mechanical effects like them being loud to use (and deafening to use in enclosed spaces), having a chance to jam/misfire, or difficulty to use in the rain or if they get wet. At least then the extra damage would be justified (or alternatively give us things to mitigate through feats/features). To me extra cost/scarcity doesn't mean much in the long run.</p></blockquote><p></p>
[QUOTE="MostlyHarmless42, post: 8039427, member: 6845520"] There are a few threads lingering around, in which the usual arguments are over how much damage guns should do, should they require special training, and if so how much, and often if they should ignore armor or dexterity to AC. The short of it is if one wants a "realistic" approach firearms should do the same damage as crossbows, and NOT ignore armor (as plate was often tested using firearms), unless they are modern weapons using better quality bullets. Whether one has them ignore dexterity is up to the DM. While the "gaming" approach is to either have them do the same damage and ignore armor, or do more damage (what the DMG chose to do) and make them harder to get or give them drawbacks. Firearms in reality did not just suddenly get invented and magically replace other weapons, it was a gradual process and they were largely more popular because it was easier for people to pick up and use than bows (which took years or even decades to learn) and even crossbows (which were hard to reload without special equipment). With a "realistic" approach to firearms they should require simple weapon proficiency at most. The problem with the DMG approach of increasing damage and increasing difficulty in obtaining proficiency it is literally [I]the opposite[/I] of why guns became so widespread and used. I personally wish they had stuck in some mechanical effects like them being loud to use (and deafening to use in enclosed spaces), having a chance to jam/misfire, or difficulty to use in the rain or if they get wet. At least then the extra damage would be justified (or alternatively give us things to mitigate through feats/features). To me extra cost/scarcity doesn't mean much in the long run. [/QUOTE]
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