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Ranged weapons with push/slow have too extreme a range
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<blockquote data-quote="tetrasodium" data-source="post: 9005049" data-attributes="member: 93670"><p>[spoiler="PUSH"] </p><p>Prerequisite: Heavy, Two-Handed, or Versatile </p><p>Property </p><p>If you hit a creature with this weapon, you can </p><p>push the creature up to 10 feet away from you if </p><p>it is no more than one size larger than you. </p><p>[/spoiler]</p><p>[spoiler="SLOW"] </p><p>Prerequisite: None </p><p>If you hit a creature with this weapon and deal </p><p>damage to the creature, you can reduce its Speed </p><p>by 10 feet until the start of your next turn. If you </p><p>hit the creature more than once with this </p><p>property, the Speed reduction doesn’t exceed 10 </p><p>feet. </p><p>[/spoiler]</p><p></p><p>The two properties are great on a melee weapon where the impact still carries the kinetic energy to accomplish those things & the attacker can't trivially create a situation where it's such an unfun impossible for the opponent to reach that the GM just declares "I had a cool encounter for you guys but they are never going to get past Bob, they die". Even simple weapons like light crossbow (80/320) & sling (30/120) have a range that can reach an entire table covering chessex battlemat. Martial ranged weapons like the heavy crossbow (100/400) musket (40/120) & longbow (150/<strong>SIX <em><u>HUNDRED</u></em></strong>).</p><p></p><p>All of those confidently stand in "rods from god" style orbital bombardment when you consider the realities of how d&d movement/combat works. Sure those might be the ranges for what <em>some</em> of those weapons could accomplish with "drop it in the ground & hope someone is there" mass volley fire but the mechanical results are what those weapons might do while in close range that might even be considered <em>very</em> close range. Even just limiting to <em>short</em> range an opponent with a move speed of 30-10 against the group's own "and I move back 30ft after shooting my full attack chain" will <em>never</em> reach the party without sprinting. Even if the target <em>does</em> sprint it can be trivially nullified if the party <em>occasionally</em> sprints or has a mix of push/slow ranged weapons</p></blockquote><p></p>
[QUOTE="tetrasodium, post: 9005049, member: 93670"] [spoiler="PUSH"] Prerequisite: Heavy, Two-Handed, or Versatile Property If you hit a creature with this weapon, you can push the creature up to 10 feet away from you if it is no more than one size larger than you. [/spoiler] [spoiler="SLOW"] Prerequisite: None If you hit a creature with this weapon and deal damage to the creature, you can reduce its Speed by 10 feet until the start of your next turn. If you hit the creature more than once with this property, the Speed reduction doesn’t exceed 10 feet. [/spoiler] The two properties are great on a melee weapon where the impact still carries the kinetic energy to accomplish those things & the attacker can't trivially create a situation where it's such an unfun impossible for the opponent to reach that the GM just declares "I had a cool encounter for you guys but they are never going to get past Bob, they die". Even simple weapons like light crossbow (80/320) & sling (30/120) have a range that can reach an entire table covering chessex battlemat. Martial ranged weapons like the heavy crossbow (100/400) musket (40/120) & longbow (150/[B]SIX [I][U]HUNDRED[/U][/I][/B]). All of those confidently stand in "rods from god" style orbital bombardment when you consider the realities of how d&d movement/combat works. Sure those might be the ranges for what [I]some[/I] of those weapons could accomplish with "drop it in the ground & hope someone is there" mass volley fire but the mechanical results are what those weapons might do while in close range that might even be considered [I]very[/I] close range. Even just limiting to [I]short[/I] range an opponent with a move speed of 30-10 against the group's own "and I move back 30ft after shooting my full attack chain" will [I]never[/I] reach the party without sprinting. Even if the target [I]does[/I] sprint it can be trivially nullified if the party [I]occasionally[/I] sprints or has a mix of push/slow ranged weapons [/QUOTE]
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Ranged weapons with push/slow have too extreme a range
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