Spicing up bows and crossbows.

canucksaram

First Post
Some ideas to spice up bows and crossbows:

Weapon classification: long bows and hand crossbows are martial weapons. Light and heavy crossbows are simple weapons, as are short bows.

Initiative: using a ranged weapon attack against a foe that is not an immediate melee threat to you (i.e., the foe cannot reach you with a melee attack without first using movement) should typically grant you advantage on your initiative roll.

Rate of fire: a bow can be fired once a round (more if the attacker has multiple attacks), while a crossbow can be fired just once per round and then requires reloading. The time required to reload a hand crossbow is (1-STR mod) rounds, while a light crossbow requires (2-STR mod) rounds and a heavy crossbows requires (4-STR mod) rounds; if the reload time is 0 or better, the weapon can be loaded and fired in the same round.

Damage: to represent the armor penetration and stopping power of bolts fired from a two-handed crossbow, grant advantage to attacks made within the first range band. Similarly, have short bows and hand crossbows attack with disadvantage against heavy armor. Heavy crossbow damage is increased to 2d6 (if the heavy crossbow is of the cranked type, add 1 round to the minimum reload time and increase damage to 2d8).

Sniping: a combatant with a ranged weapon who is not under the threat of a melee or ranged attack can hold their attack during a round and carry that readied attack into the next round to (a) automatically gain initiative and (b) have advantage on the attack roll. On a critical hit damage is doubled as usual and, at the GM's discretion, treated as a massive damage attack.
 
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It's not I don't like it, but d&d 5th complexity is low and this rule is not. It is an unfair advantage vs melee attacks. And as a feat it doesn't add more flavor than crossbow expert and sharpshooter...

But it is fairly realistic in a non realistic game...
 

So... Two handed crossbows become the rogues weapon of choice, since you'd always get sneak attack at short range, barring disadvantage. And disadvantage merely cancels advantage, so they become the best ranged weapon to use in melee, since you'll always be able to attack normally, never with disadvantage like other ranged weapons.

This on top of advantage on initiative. Wow.

Yeah, needs more thought on rules interactions.
 

Common sense first.

If you allow common sense to govern rules interactions, there is no problem at all. A rogue's sneak attack ability should come into play typically when sneaking, stealth, or surprise is involved, not because of the stopping power of a weapon.
 


If you allow common sense to govern rules interactions, there is no problem at all. A rogue's sneak attack ability should come into play typically when sneaking, stealth, or surprise is involved, not because of the stopping power of a weapon.

So you're proposing a second houserule, as well?
 





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