Ok that title was bait, I know why: the mechanics of blackpowder firearms are not really conducive to a tabletop RPG setting.
1. They take a while to reload, about 2 minutes irl. A round is usually understood to represent a time span of only a few seconds so if you were to implement realistic reloading times, a character with a musket would have to spend like 20 rounds doing nothing but reloading.
2. They are difficult to differentiate from other ranged weapons in a system that does not model accuracy in some way. Early firearms are famously a lot less accurate than a bow or crossbow. Having to implement accuracy mechanics only for the purpose of having guns is probably an unnecessary hassle for most designers.
3. If they are implemented they usually represent a lot of missed design potential. For example, the reason why guns eventually rendered bows obsolete is that it was much easier to train a musketeer than a bowman. This ease of use is difficult to model. You would have to for example implement a system of elaborate skill trees where musketeers advance much faster than bowmen.
4. They are not really an adventuring weapon i.e. one that is meant to be used by a single person. Muskets especially are mainly a formation weapon that is extremely ineffective on its own due to its low accuracy among other things. There also other thematic issues that have to be resolved if firearms exist within the setting. For one, what stage of development is the industry at? If there are flintlocks, there shouldn't be many matchlocks still in use unless the world is in some sort of transitionary period. But that again requires a lot of designing effort for the sake of only including this specific weapon type.
All in all this means that firearms are just to complicated for tabletop. Thankfully, we have evolved as a species and have harnessed the power of the personal computer. Now, any added complexity for modelling accuracy or implementing more elaborate skill progression is rendered a non-issue. For a cRPG points 2 and 3 are irrelevant from that perspective.
This leaves points 1 and 4. For point 1 I think you would just have to sacrifice realism in that regard but that's a slippery slope. Pillars of Eternity had guns and truth be told that was the thing that convinced me to buy that heap of shit. My firearms based PC eventually got so good at reloading fast that the animation looked really silly and the rate of fire became implausible. We're talking like a shot every 5 seconds here. Takes you right out of the world.
But speeding up reloading (to a reasonable degree) still leaves point 4, the biggest hurdle in my opinion. I think on that front you would have to completely axe firearms based classes, so no musketeer or gunslinger. By the same token it is completely implausible for a guy to go dungeoncrawling with a musket. If anything, an adventurer would use a pistol or several even if he's really cool. But even then, it would never be his main weapon; unlike a bowman a pistoleer cannot be expected to chill in the back and accurately hit his shots, meaning that a pistoleer would have to get into near-melee range to be effective. This then means that he gets off 1 shot per pistol he's carrying and then has to transition into close combat. At best, you would be a fighter with a gun as some sort of burst option not a fully fledged gunslinger sort of class.
Speaking of which, firearms usually do way too little damage. A gunshot from a solid lead ball should drop any normal sized humanoid or animal in one shot. This would be the balanced out by the fact that you could only ever fire 1-2 shots per combat and that you'd have too carry around a lot more and heavier equipment than a bowman would. But then the argument could be made that a well placed arrow or sword strike should drop the average bandit in one hit as well. Granted at lower levels 1-2 hits can put you away if you have low HP but that's a characteristic of low level characters not the system itself and does not carry over to higher levels.
And this is where we reach a dead end. In an average gameplay system, in which enemies can survive a lot more than they could in a real life scenario, a firearm becomes absolutely useless because it either presents no meaningful advantage to bows or swords or it is completely OP and implausible. Personally if I were to create a setting I would just make combat super deadly and dangerous, where muskets and such would not feel out of place with their lethality. This in turn would deemphasise regular combat encounters which may or may not be a bad thing depending on your outlook.
But that's just my take. What do the esteemed codexians think?
1. They take a while to reload, about 2 minutes irl. A round is usually understood to represent a time span of only a few seconds so if you were to implement realistic reloading times, a character with a musket would have to spend like 20 rounds doing nothing but reloading.
2. They are difficult to differentiate from other ranged weapons in a system that does not model accuracy in some way. Early firearms are famously a lot less accurate than a bow or crossbow. Having to implement accuracy mechanics only for the purpose of having guns is probably an unnecessary hassle for most designers.
3. If they are implemented they usually represent a lot of missed design potential. For example, the reason why guns eventually rendered bows obsolete is that it was much easier to train a musketeer than a bowman. This ease of use is difficult to model. You would have to for example implement a system of elaborate skill trees where musketeers advance much faster than bowmen.
4. They are not really an adventuring weapon i.e. one that is meant to be used by a single person. Muskets especially are mainly a formation weapon that is extremely ineffective on its own due to its low accuracy among other things. There also other thematic issues that have to be resolved if firearms exist within the setting. For one, what stage of development is the industry at? If there are flintlocks, there shouldn't be many matchlocks still in use unless the world is in some sort of transitionary period. But that again requires a lot of designing effort for the sake of only including this specific weapon type.
All in all this means that firearms are just to complicated for tabletop. Thankfully, we have evolved as a species and have harnessed the power of the personal computer. Now, any added complexity for modelling accuracy or implementing more elaborate skill progression is rendered a non-issue. For a cRPG points 2 and 3 are irrelevant from that perspective.
This leaves points 1 and 4. For point 1 I think you would just have to sacrifice realism in that regard but that's a slippery slope. Pillars of Eternity had guns and truth be told that was the thing that convinced me to buy that heap of shit. My firearms based PC eventually got so good at reloading fast that the animation looked really silly and the rate of fire became implausible. We're talking like a shot every 5 seconds here. Takes you right out of the world.
But speeding up reloading (to a reasonable degree) still leaves point 4, the biggest hurdle in my opinion. I think on that front you would have to completely axe firearms based classes, so no musketeer or gunslinger. By the same token it is completely implausible for a guy to go dungeoncrawling with a musket. If anything, an adventurer would use a pistol or several even if he's really cool. But even then, it would never be his main weapon; unlike a bowman a pistoleer cannot be expected to chill in the back and accurately hit his shots, meaning that a pistoleer would have to get into near-melee range to be effective. This then means that he gets off 1 shot per pistol he's carrying and then has to transition into close combat. At best, you would be a fighter with a gun as some sort of burst option not a fully fledged gunslinger sort of class.
Speaking of which, firearms usually do way too little damage. A gunshot from a solid lead ball should drop any normal sized humanoid or animal in one shot. This would be the balanced out by the fact that you could only ever fire 1-2 shots per combat and that you'd have too carry around a lot more and heavier equipment than a bowman would. But then the argument could be made that a well placed arrow or sword strike should drop the average bandit in one hit as well. Granted at lower levels 1-2 hits can put you away if you have low HP but that's a characteristic of low level characters not the system itself and does not carry over to higher levels.
And this is where we reach a dead end. In an average gameplay system, in which enemies can survive a lot more than they could in a real life scenario, a firearm becomes absolutely useless because it either presents no meaningful advantage to bows or swords or it is completely OP and implausible. Personally if I were to create a setting I would just make combat super deadly and dangerous, where muskets and such would not feel out of place with their lethality. This in turn would deemphasise regular combat encounters which may or may not be a bad thing depending on your outlook.
But that's just my take. What do the esteemed codexians think?