What I am looking at though is starting with a player that wants to build a character that uses firearms in a D&D setting. But after all it is all DM fiat and working with the players. You shouldn’t be allowing all blacksmiths that the players may meet gain the ability to supply the players and world with lots of ammunition that will change the Game World. I also think it would have to be very special and a single un-repeatable type of source. On the other side of the coin, an entire campaign world setting change to having firearms mixed with fantasy might upset some players, so it will have to be discussed. A one time add to an adventure like a revolver found with a box of ammo next to a skeleton won’t skew things, and could be very exciting. The players should be excited about the change and if not, you may need to rethink some things. If you’re the DM then you really need to talk to all the players, before introducing something that can be permanent like these type of scenarios into your game. And when he says no, and if you really want to play with guns, then find another DM or a different kind of game other than D&D. But the Dungeon Master has overall authority on these type of things. If the DM will work with you, then you can do something like this and have fun. If you are a Player with a player character, then you will need to talk to the Dungeon Master and the other Players about what you like and what you want to add. It all depends what role you play in the game. I didn’t want to modify what I had done before, but instead use the Rules As Written(RAW) to put together a character that could be a Gunslinger for use in any game. So I built an entire Gunslinger class for D&D 5th edition a few months ago (which can be found here: Gunslinger 5e Class), and last week there was a Dungeon Master’s Guide release for firearms & alien technology.
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