Ilbranteloth
Explorer
To be clear, are you disagreeing with my point that declaration/resolution creates a risk/reward transaction that's not present in the core rules? Or are you just talking about the balance issues of melee vs ranged?
Good point. As I showed in my examples, this system actually does penalize ranged attacks a bit (if you declare a ranged attack, and then someone gets in front of you, you have to shoot with disadvantage), but not as much as melee attacks.
Since 5e does already favor ranged attacks, I've already been thinking of ways to nerf ranged weapons. I think this system might make it easier to bring in some nerfs:
- Much higher chance to hit things you weren't trying to hit
- You can't move and shoot in the same round
- Ranged attacks can be interrupted like spells
Or you could handle it more realistically -
The speed of an arrow from a self bow is around 100 mph, and a recurve bow about 150 mph. That sounds fast, but consider that a fastball is around 90 to 100 mph. A soccer ball can be kicked as much as about 130 mph.
Most hunters won't attempt a kill outside of about 30 yards, maybe 40 yards.
When you start getting to long range with with a bow, the time it takes to get there is too long to aim at a moving target. Instead, you target an area, and hope you luck out. That's why it's much more effective to have several archers targeting an area - at least one of them should hit.
Shooting into melee, where everybody is moving, is a crap shoot. Trying to shoot somebody that is using a human shield is different, they just have cover. While the rules below might seem complicated, they really aren't. It's just that they all work together to give you a lot of options, but also to bring things more in line with reality.
These are my archery rules:
Some ranged attacks, such as those made with a longbow or shortbow, have three ranges. Attacks at short range can target a specific creature and normal bonuses and penalties apply.
Attacks at medium range, which is double your short range, are made with disadvantage, but you can still target a specific creature. Long range is anything beyond medium range, and the number given is the maximum range.
Attacks at long range are with disadvantage, and you target a 10’ x 10’ area. If the target can see you and the shot you take, it can simply move to avoid the shot. Otherwise, creatures within that area might be hit. In a normal formation, up to 4 creatures can be in this area, in a close formation, up to 12. Regardless of the number of creatures, assign a number to each creature and roll a d12 to see which, if any of them, are the target of the attack roll.
While the chances of hitting a creature at this distance is low, several archers can target the same 10’ x 10’ area with a volley of arrows, greatly increasing the chances of a hit.
Misses
When attacking with a ranged weapon, if you miss it might be important to know where the missile landed. To determine this roll 2d6.
If the total on the 2d6 is less than 7, then you shot that many feet short, and if it’s more than 7 you shot that many feet long.
If the total is 7, your range was good, and the shot was wide by the AC – your attack roll, in feet.
If the attack roll was odd you shot left, or even you shot right.
Shooting into Melee
Shooting or throwing a ranged weapon into the midst of a melee combat is a dangerous business. At least for those in the melee. In most cases, the target in a melee is determined randomly, as everybody is in motion. If your target is stationary, such as somebody threatening another creature and using them as a shield, then your attack is made with disadvantage. If you miss, then the higher of the two rolls is used to determine if you hit the cover, or a random target if there are multiple possibilities.
Ranged Attacks in Close Combat
Aiming a ranged attack is more difficult when a foe is next to you. When you make a ranged attack with a weapon, a spell, or some other means, you have disadvantage on the attack roll if you are within 5 feet of a hostile creature who can see you and who isn’t incapacitated.
Ranged Attacks at Long Range
If all hostile targets are too far to close for melee within a round but within range, then you can use your bonus action and your reaction to make additional ranged attacks in that round.
Shields provide cover against ranged attacks (instead of increasing AC) and many types of armor in my campaign provide resistance to ranged piercing weapons (arrows). The only thing I haven't completed is tweaking the rules for getting struck at short or medium range. Arrows at this distance are deadly. Hunters kill in a single shot.
I no longer have the Sharpshooter feat as it's been rolled into the Archer Fighting Style. I use Fighting Styles as feats, but fighters gain at least one automatically.
Archer
Prerequisite: Elf; or fighter, ranger or paladin; or proficiency in bows and Dexterity 13 or higher.
You are skilled with the art of archery. When using a bow, you gain the following benefits:
• You can make an extra attack as a bonus action if no hostile creature is within 20 feet of you.
• Your short range is increased to 120 feet (normal is 90 feet).
• You ignore resistance to ranged piercing weapons due to armor at short range.
• Attacking a creature with partial cover doesn't impose disadvantage on your attack rolls.
• Attacking a creature in melee combat at 60 feet or less doesn’t impose disadvantage on your attack rolls.
• You can choose to take a -5 on your attack roll. If you hit, you add +10 to the attack's damage.
If you are a fighter, ranger or paladin, you have additional maneuvers available to choose when you can select a new maneuver:
Disarm. You can attempt to disarm the target or force them to drop something they are holding with a ranged attack.
The target has advantage on their check if using both hands to hold the item.
Double Shot. You can fire two arrows with a single shot to attempt to hit up to two targets within 5 feet of each other. You roll separately for each arrow, and each attack is made with disadvantage.
Groin/Pain Point. You can attempt to hit your target in the groin, solar plexus, nose, or other sensitive location. The target must make a Constitution saving throw or be incapacitated
If it fails by more than 5, the target is stunned.
Staple. You can attempt to restrain your target with a ranged attack by stapling them to a solid object within 5 ft. of them.
The target must make a Dexterity saving throw or be restrained.
Sunder. You can attempt to break an item that is held, wielded, or worn with a ranged attack. The target must make a Dexterity saving throw or you damage the item.
If the saving throw fails by more than 5, the item is broken.
Kill Shot. You can attempt to hit the target’s throat, head, heart, or other with a ranged attack. The target must make a Dexterity or Constitution saving throw (their choice). If they fail their saving throw by more than 5, it’s automatically critical hit.
Note that the maneuvers tie into my modified fighter classes (including Paladin and Ranger), and also leverage my called shot rules:
Called shots are made with disadvantage, and cannot be made when you have disadvantage for another reason.
The target makes a saving throw (usually Dexterity or Constitution) DC = 8 + your attack modifier. If they fail, they suffer the effects.
Also, limbs (arms, head, throat) have a base AC of 15, or the AC provided by the armor, along with benefits like resistance as I noted.