Monday, 1 August 2022

Firearms in D&D - What's the Deal?

So, this is a topic I have covered before on this blog. But, as I come towards working more on my Pirate Saltbox game, I am back to researching alternatives that help capture the "sword and pistol" mode that a real Pirates game requires.

So - why were firearms so revolutionary? Well, there's a few points to consider.

  • Ease of use - even the most basic firearms can be considered "point and shoot". Bows require strength to pull back, adjusting for wind and arcs over distance, and longbows compound both those factors - King Edward III supposedly said "If you want to train a longbowman, start with his grandfather". You needed the right height and build to have a chance at using it correctly. But anyone can point a stick and pull a trigger, even a peasant. They weren't as accurate as a trained bowman, but when you could field so many easily-replaceable troops, who cares?
  • Penetrating Power - warfare always results in a arms race, particularly between weapons and armour. Firearms managed to overtake armour in a way that made almost anything short of steel plate completely useless (yeah, D&D's full plate armour? That was made as a reaction to firearms). Seeing as the rank and file couldn't be fully decked out in half-inch thick steel, most stuck to simpler cloth armour. Even then, they found that bullets would tear pieces of clothing and force it into their wounds, resulting in serious infections that were more likely to kill you than being shot. So, firearms were either deadly in the moment, deadly a few days later, or incredibly dangerous and disabling if you were lucky.
  • Scalability - you can only make a sword so big. Firearms started as cannon, and advances in one area could be backported to the other fairly easily. Indeed, you could make cannons big enough to destroy castle walls, leading to yet another arms race that ended with the star fort
  • Unintentional Advances - firearms also pushed new advances in metalwork and engineering, making them part of a larger set of developments that drove technology forward. Black Powder could be used for firearms, explosives, and many other applications. .
Now, how do we go about representing these in a game? There are a few options, some of which work better than others.

First off, ease of use. This one is easy to model - everyone who can use a sword can use a gun. I would say Fighters, Rangers, Paladins and Barbarians are all fair for using them, Wizards and Clerics not so much, though they along with Thieves and Bards *might* be limited to pistols; I can see it going either way.

This is for adventurers, of course - many of the knightly classes saw firearms as dishonourable (anything that lets those stinking peasants be equal to their betters must be bad, right?), and most of the lower class wouldn't have access to firearms outside of military service. Of course, many would abscond with a few choice pieces for use when money is a little tight, setting themselves up as highwaymen. Many places did not require licenses or anything of the sort to own firearms, meaning they could easily spread through trade and barter.

For penetrating power, there are a few options. Reducing AC, high damage, forcing saves... all of them are a bit fiddly in practice. Indeed, one set of rules that would give firearms their due is the AD&D Weapon Speed Factors and differing Damage vs Armour Type. 

Firearms should be roughly the same SF as crossbows (time to lift, aim, etc), maybe a point or two faster to balance out the longer reloads, and should have something to represent their penetrating power (maybe +1 vs light armour, +2 vs medium and +3 vs heavy armour - armour always has a chance to help stop it, but in most cases it will blow straight through, with half-plate and full-plate being the best possible protection but not total protection).

But seriously, ain't nobody got time for that.

As for scalability and other advances, those I can work into the background as I develop the setting more.

Next time, I will go through some of the options laid out in other games, to see what appeals and what might work.

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