10-30-2009, 08:45 AM | #31 | |
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Join Date: Oct 2007
Location: Indianapolis, IN
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Re: Emerging smokepowder weapons in my fantasy
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Muskets have a short range due to accuracy problems. There are a number of factors that greatly influence where a ball is going to go. However up to that point the skill is point and shoot. Learning to reload and march is tougher. As for bows you have underestimated their effectiveness. Bows have been used against moving targets or from moving mounts or both for a very long time. They can be effective to their maximum range against moving targets. Not much in a medieval world goes faster than 50 m/s. What the archer does is practice leading the target. They practiced against 'stalking horses' - wheeled targets that were pulled across the range. Flying birds and deer on the run have been taken this way. At long distances that plunging fire is no bar to accuracy. We have records of medieval targets being set up at 240 yards distance. The archers would need to arc their fire to hit it. They practiced at being able to do so and knew what they had to do to fire to any particular range. Yes there are ST requirements for heavy bows but the biggest drain was the constant (at least weekly) practice that trained a bowman. The musketeer could learn to fire his weapon to the limit of it's accuracy in a day. Remember that as weapons of war neither of these are used as a sniper would. They are massed to provide destructive power against appropriate targets and to deny territory by controlling it with their fire.
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10-30-2009, 09:40 AM | #32 |
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Join Date: Jul 2005
Location: Vancouver, WA (Portland Metro)
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Re: Emerging smokepowder weapons in my fantasy
Seems the main problem against smokepowder's cost is economies of scale. One individual or a small group can't compete with some entrepreneur setting up a factory in some town (preferably far, far away from the richer side of town...) and producing it by the ton. As long as it stays in little specialty shops, guns are going to be rare and expensive.
Of course, that requires someone getting the idea to set up a factory in the first place. (Sorry, I know I'm not being much help. :-) |
10-30-2009, 10:58 AM | #33 | ||
Join Date: Aug 2007
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Re: Emerging smokepowder weapons in my fantasy
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10-30-2009, 11:05 AM | #34 | |
Join Date: Jul 2008
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Re: Emerging smokepowder weapons in my fantasy
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I think you're seriously underestimating the desired accuracy for a weapon that's going to be delivering plunging fire, though. You may not be aiming at an individual target, but you don't have all that much margin of error either, considering how much space and time your arrow has to go wrong in.
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10-30-2009, 11:37 AM | #35 | ||
Join Date: Jan 2006
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Re: Emerging smokepowder weapons in my fantasy
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Ofc, this is a DnD setting, and internal consistency is not a strong point. If you have different equipment reference you prefer, that's fine. However, keep the Gondites away from the guns - putting the two together will result in better locks than matchlocks in a few weeks at most. It may take a few years for the clockwork golems with Gatling cannons for arms. Quote:
However, if I was going to translate the feel of DnD mid to high level adventurers to GURPS, a lot of the DnD AC would become DR, even on the lightly armored ones. Heavily fortified light armor of high quality and materials + some misc enchantments will probably bring even the wizards to DR 6+ by the time they are equivalent to mid level DnD adventurers. DR in the 5-10 level is only so so vs giant monsters, but very important vs. mook hordes. It also serves to model the traditional DnD "peasants can only hurt you by wrassling you to the ground" paradigm. If your 'crunchies' are relying purely on good defense rolls and luck instead, more power to them. Be careful around for mook hordes. Significant suicide bombers are easy to do with traditional spells? OK, what have I missed? |
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10-30-2009, 11:42 AM | #36 | |
Join Date: Jan 2006
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Re: Emerging smokepowder weapons in my fantasy
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ISTR the book suggesting that if players got too interested in mass production of the stuff, they should find out one of the ingredients was a vital organ from a beholder (a particularly nasty monster). |
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10-30-2009, 12:03 PM | #37 | |||
Join Date: Mar 2006
Location: Iceland*
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Re: Emerging smokepowder weapons in my fantasy
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The church of Gond zealously attempts to enforce a divine monopoly on the sale of smokepowder and smokepowder weapons. This means a variety of things, but for starters, they sell small amounts of powder at x20 of the prices that more business-minded alchemists demand. And they only sell their weapons to those who support their monopoly. This is actually canon, btw. Quote:
Many adventurers have magical items which provide DR and DR 6+ is not uncommon, though. But militia armed with heavy spears or polearms can do 1d+2 imp pretty reliably and even the occasional 1d+4 cut. And having sixty attacks per minute instead of one shot makes a difference. If peneration is the goal, large crossbows (even with my rules that are closer to reality than the RAW) can deliver two shots for every one bullet at 2d-1(2) imp for a lot less cost per shot. That's an average penetration of DR 11, which is not all that bad considering that heavy muskets only penetrate an average of DR 15. I think that most small towns would simply be too strapped for cash to adopt this technology. It's expensive enough to be confined to specialists, rich people and the largest and richest cities. Quote:
Cast one on a summoned monster or a piece of its equipment. Et voila!
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10-30-2009, 12:06 PM | #38 |
Join Date: Jan 2005
Location: Gothenburg, Sweden
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Re: Emerging smokepowder weapons in my fantasy
One major problem I had with incorporating musketeers into a D&D setting is the presence of fireballs. You have twenty musketeers who carry something very flammable and explosive. Add fireballs to that and you have no more musketeers...
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10-30-2009, 12:12 PM | #39 | ||
Join Date: Mar 2006
Location: Iceland*
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Re: Emerging smokepowder weapons in my fantasy
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At battlefield ranges, people with minimal skill can miss by quite a lot. Against a moving formation of horses? Don't even think about it. Quote:
A massively strong man cannot shoot a traditional warbow unless he has trained those specific muscles. And if the body has not had time to develop as the archer adopts heavier and heavier bows, the archer will find that he lacks the structural basis for musculature which can handle shooting a 150+ lbs. bow. Only those people who have been shooting great warbows for decades are currently able to use the heaviest ones. That's right. Not the biggest ones, not those who have spent a year eating proteins and building up the kind of muscle mass that bodybuilders or even strongmen have, but those who have been shooting bows from a young age. And they don't look big, they look wiry and, indeed, they have all developed the same skeletal deformations.
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10-30-2009, 12:14 PM | #40 | ||
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Location: Indianapolis, IN
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Re: Emerging smokepowder weapons in my fantasy
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There is a consistent pattern of skeletal deformation among bodies that are identified as being archers. Notable compaction of the left wrist and stresses on the spine. At high draw weights the spine takes on a particular curve to allow full draw of the bow. Since many aocieties trined archer from a very young age there is little doubt that the deformations are essential to pulling the heavy bows. Try looking into the MAry Rose finds and some of the latest research if you want to satisfy yourself. I did and I am satisfied.
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cabaret chicks on ice, forgotten realms, low-tech, mass combat |
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