| Gauss |
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There will not be any ringing in the ears unless it is a modern firearm.
Black powder guns have a much lower velocity and as a result they sound more like a roar than the sharp *crack* from a modern firearm.
As for bringing more bad guys, that will happen due to any combat noises. The perception check to hear combat is very low.
- Gauss
| Talynonyx |
I don't know about that roar instead of a sharp crack. I've been pretty close to American Civil War reenactors firing off muskets. Now I realize those are a) loaded with only powder b) using smokeless powder and c) cartridge using muskets but those were extremely loud cracks. The cannon they demonstrated was much more of the roar you mention.
But I'd say regardless of the actual sound they make, don't penalize players for using what is already a somewhat weak weapon, with no inherent damage bonuses and the possibility of breaking.
| Bruunwald |
When we first got round to introducing guns into our 3.5 game, many years back, this was the very first question that came up.
Because the campaign had already gone on for awhile without them, they seemed alien and strange, and so various questions were asked:
"Does the sound of the gun frighten my animal companion?" "Does firing it in an enclosed space temporarily deafen us?" That sort of thing.
Though I (as GM) thought it would be interesting to entertain those ideas, I realized it would also introduce a lot of additional rules that might slow the game down. So my answer was, "let's not worry about those things," and my explanation for why was simply that there already exist in the game a number of effects, mostly magical, that also make loud sounds and cause explosions. Fireballs, lightning bolts, and all manner of other effects would have to also be treated the same way.
So we decided it wasn't worth it to worry about it. The only creatures or people who are scared off or harmed by the sound of, or otherwise affected by firearms in a non-RAW way in my game, are those who would be likewise affected by any of those magical effects.
EDIT: However, I would not rule out the possibility of a chamber specially-designed so that spells and firearms accompanied by loud sounds or explosions might temporarily deafen their users, as a means of vexing and challenging an invading party.
| Gauss |
Talynonyx, I shoot muzzleloaders. I prefer, but do not need, hearing protection due to the cumulative damaging effect of firing a muzzleloader but there is no short term ringing etc.
A modern rifle on the other hand will hurt my ears every time without hearing protection and the basic level of protection (ear pieces) is often not adequate for modern rifles compared to muzzleloaders.
Simply put, the difference in sound is very different.
About me: I have been shooting muzzleloaders for over 15 years and I own a 50cal percussion (caplock) rifle, double barreled 12 gauge shotgun (also caplock), and a 50cal percussion pistol.
- Gauss
| Bruunwald |
Well, I used earplugs or other protection at every practice we had when I was in a band. And I think many of us here have been to the range and understand you need protection.
But the question was how do you handle this in-game? Is the gunslinger walking around with cotton and wax? Do the other PCs drop their weapons every time the wizard casts lightning bolt, so they can stick their fingers in their ears?
It all depends on to what level you wish to jack up the realism, and how far you are willing to go to complicate the game.
| Gobo Horde |
Two-Handed swords were often trained to be swung in powerful, downward strokes, not just side to side motions. something should definitely happen, maybe everyone within the 1st range increment is deafened for 1d4 rounds?
Except that most people that are 6' tall with 2' arms swinging 4' long swords would still have issues with low ceilings.
Want realism? Give a 3' halfling with 12 str the Maul of the titans. He might not be able to move but he could still fight with it :)
The laws of reality goes over to the corner and cries.