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== Rules == Most fantasy RPGs deal with firearms the way they deal with lots of things that threaten their [[Medieval Stasis]]: terror, suspicion, and shitty rules. If you have the option of using a firearm in most games, it probably has one shot that's weaker than a bow, then takes an entire encounter to reload, and is illegal everywhere in-setting in case you didn't get the hint. [[D&D#Basic_Dungeons_&_Dragons|BECMI]] Dungeons & Dragons doesn't have rules for firearms, but there were one or two adventure modules that incorporated a crash-landed spaceship, with weapons the players could loot. They were treated as magic wands and staves. A few issues of Dragon magazine offered rules for early cannons and hand cannons. [[Advanced Dungeons & Dragons]] mentions guns in a tucked-away subsection on importing TSR's Cowboys & Indians game Boot Hill to AD&D (DMG, pg113). Revolver pistols and Gatling guns would do as much damage as a longsword; shotguns as much damage as a two-handed claymore, a (thrown) stick of dynamite does 4x the damage of a short sword. The rules insist "...when gunpowder is brought into the fantasy world it becomes inert junk, ergo, no clever alchemist can duplicate it." To reinforce this concept, the ''Manual of the Planes'' included rules for factors of prime material planes, one of which determined if complex (read: setting destroying) chemical compositions like blackpowder would even work in said plane. If you have any knowledge of chemistry, you may cry now. Notably, [[Greyhawk]] had a [[Murlynd|god of firearms]], and his paladins were basically Wild West sheriffs. [[Advanced_Dungeons_%26_Dragons#AD.26D_2nd_Edition|Advanced Dungeons & Dragons Second Edition]] included the arquebus in the Players Handbook, where they were depicted as slow, powerful and expensive (500 Gp!). They were also potentially dangerous to the user as the result of a bad roll. It was painfully stressed that the inclusion of firearms in the campaign was the call of the DM. Firearms were a bit more common in the [[Spelljammer]] setting. Moving away from the classic fantasy background, there was the historical campaign sourcebook ''A Mighty Fortress'' that introduced rules for firearms of the 16th and 17th centuries and the ''Masque of the Red Death'' setting for [[Ravenloft]] pushed everything into a gothic horror version of the 1890's. [[Dungeons_&_Dragons_3rd_Edition|D&D third edition]] has a section on advanced technology (DMG, pp162-164) for Renaissance-era, 20th century, and futuristic weapons. The weapons are more powerful than what can be found among ranged weapons in the Player's Handbook, but also heavier and more expensive and require exotic weapon profiency (despite muzzle loaders taking off because they were much easier to teach than archery). You're better off with magic crossbows. The White Wolf [[Ravenloft]] material also includes them with minor tweaks. [[Pathfinder]] greatly over complicates guns: they have shorter range than bows without magical items, take longer to reload, and have at least a 1/20 chance to break or explode every time you fire it, and use up more expensive ammunition. As though this wasn't enough, they have a stiff feat tax needed to make use of them and the fact that there's really only one major gun factory in the land, the Gunworks of the small nation of Alkenstar, and they keep most of their guns to themselves. In return they hit harder, have a ''terrifying'' 4x crit modifier, and ''use touch AC'' in the first range increment, effectively ignoring armor when fired close up. A specialized class, the [[gunslinger]], is centered around the use of firearms. [[Lasgun|Energy weapon]] specialists in Iron Gods have it a bit better, though ammo is limited for most of the adventure. [[Dragonmech]] has guns, sort of kinda, as well. Only instead of using gunpowder, they use steam to propel the bullet like an airsoft gun. they can only be fired once every other round as the pressure needs to build up. There Treated a bit like crossbows that do more damage and can shoot a little further. [[Dungeons & Dragons 5th Edition]] includes a section on firearms in the ''Dungeon Master's Guide''. They hark back to 2nd edition in terms of stats, fitting the general tone of the game, but aren't quite as punishing for a player to learn to use and make. And with the increased emphasis on houseruling and homebrewing, modding the Crossbow Expert feat to work for them seems a simple leap of logic. The "race builder" guide in the back even suggests changing around the dwarf weapon proficiencies to include them! Furthermore, if you want to get your [[Expedition to the Barrier Peaks]] on, it includes some futuristic guns as well, like lasers and disintegrators. [[Warhammer Fantasy]] features firearms based on early real-world equivalents, like flintlock pistols, musket rifles and the blunderbuss. Although deadly and still on the experimental side, they're also considered very unreliable and are prone to misfire and sometimes even to explode. Rpg-wise, firearms were already included in the core rulebook of Warhammer Fantasy Roleplay 2nd Edition, but were later somewhat expanded in the Old World Armoury supplement. Some variations that function like firearms were also added as weapons to some Skaven classes in the Old World Bestiary supplement. Generally speaking, firearms require more costs in order to be used, as each shot requires a firearm shot (bullet) and additional gunpowder. Except for the obvious disadvantages of becoming useless once getting wet and longer reloading times, firearms deal more damage than bows and crossbows, with more complex models even having a repeater function, but obviously longer reloading times for each barrel to be loaded again. [[Iron Kingdoms]] takes full advantage of guns in its steampunk setting. Most of the kingdoms have at least Napoleonic-era muzzle loading rifles. Cygnar is a bit more advanced with revolvers and machine guns, as well as tesla-style lightning guns. The iconic Gun-Mages carve runes onto their bullets to allow them to empower their shooting with spell effects. {{MedievalWeaponry}}
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