Ranged Options for All Classes

5ekyu

Hero
This was a bunch of young, new players. I am the experienced one in the group. So I really think it is my own fault (and the adventure designers ;) ). And they were sealed in a dungeon for a long time and couldn't just leave to get new items.

And now that I think of it the rogue did have an item that let her summon animals. She summoned a few giant birds and flew the barbarian across. Which was when I decided it was a good excuse for the BBEG to teleport to the other side and summon a whole bunch of minions. The birds flew the barbarian back so he could get back in the fight.
Hmmm... something about young new players and an 11th level finale showdown does not compute - to me at least.

One would have to start expecting at some point during the 5th to 11th level progression a normal variety of challenges would have led to even a little savvy on how to get around a gap.

While I am **not** a die hard start at first type, one does need to let the gradual level and play show folks a bit of the ins and outs.

Just like with mystery novels the more one jumps to the end, the more you lose out.
 

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Lord Twig

Adventurer
Hmmm... something about young new players and an 11th level finale showdown does not compute - to me at least.

One would have to start expecting at some point during the 5th to 11th level progression a normal variety of challenges would have led to even a little savvy on how to get around a gap.

While I am **not** a die hard start at first type, one does need to let the gradual level and play show folks a bit of the ins and outs.

Just like with mystery novels the more one jumps to the end, the more you lose out.
A lot of good replies! So thanks for that.

Your instincts are good. I rushed the last few levels and hurried them to the boss fight so that the group could get a sense of completion. So they skipped a lot of filler encounters that might have exposed their ranged shortcomings earlier.

This thread has been very helpful to me though. I will definitely guide players to prepare and plan more for ranged encounters instead of just going with whatever sounds cool and assuming that the game rules will cover all situations for them.
 

Ganders

Explorer
Javelins and daggers are the standard solution because they can be thrown with strength bonuses rather than dexterity. The only real problem was running out of ammo... just make sure you have enough.

However, attacking with them more than once per turn is still a problem because you only get to draw one weapon per turn. To be properly prepared, some sort of sling, quiver, case, or something that allows you to draw that weapon as part of the attack rather than as an object interaction would be essential -- or some sort of magical returning weapon. When you realize how dependent you are on javelins, the Quiver of Ehlonna starts looking really really good, because it (debatably) solves both the ammo problem and the action economy problem.
 

Finally I think another factor was that the situation was that this was the big climax fight at the end of a campaign. It shouldn't have been setup as a ranged only combat.

For future reference, a multi-part monster is a great way to run these big combats. Imagine a dragon flying around raining death on the party, annoying the snot out of the melee fighters. The ranged fighters pelt it with damage, weakening it until it falls to the ground, wings in tatters. But... it is still mobile and dangerous, lunging around the battlefield on its legs, breathing and biting. Now the melee fighters get their moment in the spotlight.
 


Find Greater Steed notwithstanding, since that doesn't come until Lv. 13, you have Bless as a Paladin. You'll add more damage to the party using your first-round action to buff at least two allies who actually have good ranged attacks. The third target can either be yet another ally with better ranged attacks than you, or failing that, target yourself and suck somewhat less at ranged attacks in Round 2+.
 

Also, for Battle Master Fighters, specifically, Trip Attack is one of their best maneuvers and works at both melee and ranged. A ranged Trip Attack (even with a thrown weapon) that hits a flying enemy sends them crashing to the ground. Good stuff.
 
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S'mon

Legend
I am still looking for solutions for barbarians, fighters and monks. Rangers have spells that I am sure would help them and Rogues, with their typical high Dex and sneak attack can probably do pretty well. So if you can think of something for those three classes I would be happy to hear about them.

I do some house ruling - STR based war bows, and quivers & bandoleers that let javelins & daggers be used as ammunition (ie attack 2+ times at higher level), are two.

I think though it's ok to penalise the Paladin & Barbarian at range. Let the Fighter & others shine. A smart tactical group might even refuse to fight the BBEG on his chosen battlefield, retreat, and go looking for the way to get to melee with him.
 

ChameleonX

Explorer
If the Barbarian is raging, they can throw rocks, dead (or alive) enemies, or even a Gnome or Halfling party member. Imagine throwing a Halfling Rogue at a Dragon's face as it flies by. I'd rule that a Sneak Attack for sure.
 


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