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<blockquote data-quote="Stalker0" data-source="post: 7257259" data-attributes="member: 5889"><p>I like these rules a lot! It might need a chart or something to go through Engage, Dash, and Interrupt...I think it can take a few reads to really understand that.</p><p></p><p>My only concern is that this does a strong nerf to ranged combat. In current 5e, you can shoot a bow from 300 ft away, and that's not even getting in to warlock eldritch blast range shenanigans. For normal speeds, it takes 5 rounds to engage with that archer....assuming they aren't skirmishing (aka moving back). With your system, it can be done in 1 round.</p><p></p><p>On the other hand, I think 5e may have gone overboard in this department. Without the old run (x4 speed) action, it takes a LONG time to engage an archer. 5 rounds is basically the entire combat. And further bows are basically as good (some would argue greater) than melee weapons right now.</p><p></p><p>On the other, it does feel wrong that archers effectively have a range of 31 feet. </p><p></p><p>You could add a property like this that might do:</p><p></p><p>"Extreme Range": A character using a weapon at extreme range cannot be engaged, unless the player starts their turn at near range to them. (or some flavor of that).</p><p></p><p>This way archers get at least 1 round before they can be engaged. Its still not nearly as strong as the base version, but it gives them something.</p></blockquote><p></p>
[QUOTE="Stalker0, post: 7257259, member: 5889"] I like these rules a lot! It might need a chart or something to go through Engage, Dash, and Interrupt...I think it can take a few reads to really understand that. My only concern is that this does a strong nerf to ranged combat. In current 5e, you can shoot a bow from 300 ft away, and that's not even getting in to warlock eldritch blast range shenanigans. For normal speeds, it takes 5 rounds to engage with that archer....assuming they aren't skirmishing (aka moving back). With your system, it can be done in 1 round. On the other hand, I think 5e may have gone overboard in this department. Without the old run (x4 speed) action, it takes a LONG time to engage an archer. 5 rounds is basically the entire combat. And further bows are basically as good (some would argue greater) than melee weapons right now. On the other, it does feel wrong that archers effectively have a range of 31 feet. You could add a property like this that might do: "Extreme Range": A character using a weapon at extreme range cannot be engaged, unless the player starts their turn at near range to them. (or some flavor of that). This way archers get at least 1 round before they can be engaged. Its still not nearly as strong as the base version, but it gives them something. [/QUOTE]
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