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<blockquote data-quote="Ziggy" data-source="post: 437565" data-attributes="member: 148"><p>Hi!</p><p></p><p>In the last session IMC I ran a bunch of tournaments, based on "Tournaments, Fairs and Tavern" (Good book BTW). When I was prepping for the archery contest, I discovered that the DC's for hitting the target was far too easy.</p><p></p><p>The suggested DC in the book is 9 for a Bull's Eye. That suggests a size of "Diminutive" (DC = 10 +4 (size) - 5 (dex)). Even with the "no magic" rule of the tournament, that is far too easy for good archers.</p><p></p><p>The best PC in the competition was a Rgr5/Ftr1 with 18 Dex, WF Longbow and FarShot (going for Deepwood Sniper). With a MW bow and MW arrows he has a 6+4+1+1+1=13 to hit and a range of 165. Thus the range has to be at least 500 feet before his miss chance increases from 5%. </p><p></p><p>The best NPC (a Deepwood Sniper) had +22 to hit (14 levels, Dex +5, WF, MW bow, MW arrows), range of 215 and Aim (+2 to hit if you aim for a full round). He actually has only 5% miss chance out to 1720 feet, far outside the range of a normal composite longbow (10x110 ft = 1100 ft). </p><p></p><p>What I did was to reduce the target to "fine" (an extra +4), and to make the final round of the competition go against a moving target (thrown eggs at 450 feet). I required a spot check (not modified for range, because that would have been -45, but that is another discussion....) to spot the throw, the difference between the roll and the DC was then added to the hit DC because of a slow reaction. This worked pretty well, only the winner hit with all 10 shots, while one contestant actually managed to hit the judge (fumble...).</p><p></p><p>While these are (somewhat) high-level characters, I still think that archery is a bit too simple against stationary targets. There are probably two factors at work here. </p><p></p><p>I think size should have a bigger impact on hitting, with at least a +12 for the smallest size. </p><p></p><p>And range has definitely too few penalties on to hit. At longer ranges small variations in wind makes the miss chance grow exponentially, and this is quite poorly modeled in D&D. I would like to see the ranges of most ranged weapons reduced to something about half of what they are today, thus making hitting at long ranges something for the experts. Maximum range could then be 20xrange.</p><p></p><p>Comments ?</p><p></p><p>.Ziggy</p></blockquote><p></p>
[QUOTE="Ziggy, post: 437565, member: 148"] Hi! In the last session IMC I ran a bunch of tournaments, based on "Tournaments, Fairs and Tavern" (Good book BTW). When I was prepping for the archery contest, I discovered that the DC's for hitting the target was far too easy. The suggested DC in the book is 9 for a Bull's Eye. That suggests a size of "Diminutive" (DC = 10 +4 (size) - 5 (dex)). Even with the "no magic" rule of the tournament, that is far too easy for good archers. The best PC in the competition was a Rgr5/Ftr1 with 18 Dex, WF Longbow and FarShot (going for Deepwood Sniper). With a MW bow and MW arrows he has a 6+4+1+1+1=13 to hit and a range of 165. Thus the range has to be at least 500 feet before his miss chance increases from 5%. The best NPC (a Deepwood Sniper) had +22 to hit (14 levels, Dex +5, WF, MW bow, MW arrows), range of 215 and Aim (+2 to hit if you aim for a full round). He actually has only 5% miss chance out to 1720 feet, far outside the range of a normal composite longbow (10x110 ft = 1100 ft). What I did was to reduce the target to "fine" (an extra +4), and to make the final round of the competition go against a moving target (thrown eggs at 450 feet). I required a spot check (not modified for range, because that would have been -45, but that is another discussion....) to spot the throw, the difference between the roll and the DC was then added to the hit DC because of a slow reaction. This worked pretty well, only the winner hit with all 10 shots, while one contestant actually managed to hit the judge (fumble...). While these are (somewhat) high-level characters, I still think that archery is a bit too simple against stationary targets. There are probably two factors at work here. I think size should have a bigger impact on hitting, with at least a +12 for the smallest size. And range has definitely too few penalties on to hit. At longer ranges small variations in wind makes the miss chance grow exponentially, and this is quite poorly modeled in D&D. I would like to see the ranges of most ranged weapons reduced to something about half of what they are today, thus making hitting at long ranges something for the experts. Maximum range could then be 20xrange. Comments ? .Ziggy [/QUOTE]
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