D&D 5E there aren't enough slow Dwarves with Axes! ;)

Important! They will run out of arrows. usually a quiver is 20-30 arrows. If you are going on longer campaign you might have extra 30 or so in backpack or on a horse.

Very good point. I've never seen anyone run out of sword. A pig to keep track of but that ought to work very well.

Wont necessarily stop them improvising, however. ;)

 

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FlameStrike. I'm simply not going to engage in off-topic discussion in this thread. Were you genuinely interested in discussing it, you would show some respect to the topic and start a new thread rather than keep attacking a thread that is explicitly 'find constructive solutions for people who have this problem' rather than insisting over and over that they shouldn't have the problem and that they're playing it wrong.

Could you point me to this explicit statement by the OP... After that please tell me how you not liking certain answers to the said questions equates to them being an attack on the thread...

Your posts are unhelpful here and you wont listen to answers or accept other playstyles. So you can quote me if you want but unless you move it to another thread I'm not going to engage and help drown out discussion in this thread.

Kettle meet pot...oh the irony.
 

Very good point. I've never seen anyone run out of sword. A pig to keep track of but that ought to work very well.

Wont necessarily stop them improvising, however. ;)

every time I play and archer, I scavenge the battlesite for arrow, mine or otherwise. Always trying to have a healty stock of around 60 arrows.

Proficiency in fletching tools helps also.
 


You're not giving "constructive ideas". You're just telling people to avoid certain encounter scenarios when the thread from the very start is about what to do if you DO want those encounter scenarios. That isn't remotely helpful. You may find it amusing to you to keep telling people what is and isn't acceptable to have in an encounter, but it's irritating as Hell to people that this thread is turning into yet another argument over how the game should be played. The idea is to find solutions for playing the game the way we want to play it. For us, that includes encounters that start at 120'. That's all of the encounters in my game so far.

Quintuple the movement rate of all creatures.

Done.

Seriously though- why does it matter?
 


That is why I am discussing rules changes that allow melee characters to not feel stupid even when outside dungeons :)
I'm not sure feats will remotely make a difference.
Outside a dungeon, the strongest aspect of sharpshooter is the range increase, since you can fire and move back 30 feet each round. That paired with the speed of combat doesn't allow much time for closing the gap. (Ignoring cover is super strong as well, and it stacks ridiculously well with archery fighting style.)

But even without sharpshooter, range has a strong advantage just from being able to instantly attack, and deal damage without needing to receive any.

So something limiting the ability to fire and move would be good. Bringing back the chance of hitting allies might also work.
 
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If the issue is that dwarvish axemen cannot close the distance with elvish archers, how about simply saying

"If you make any ranged attacks, you speed is halved; and you cannot make ranged attacks if you have already moved more than half your speed this turn."

Does darkness reduce your speed in 5e like it did in 3e? Because basically you're focused on aiming, not moving, right? Maybe it should be, if you move more than half your speed in the same turn you make a ranged attack, make a Dexterity (Acrobatics) check (DC 10) or fall prone.

I mean, in this scene you don't see people running full speed while firing arrows. https://www.youtube.com/watch?v=Cd0pmvGEumM

(Spoilers for Game of Thrones' latest season.)

Also I'd allow anyone who takes the Dodge action to automatically evade one ranged attack that they're aware of, though they have to choose before the attack roll is made.

Yeah but Les Andersen is my spirit animal:
https://www.youtube.com/watch?v=BEG-ly9tQGk

At 45 seconds is the point which inspired my current halfling dex fighter :)

And yes, there are a lot of problems with Les, but damn that video is fun to watch. hehe
 
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30 ft/round is 3.4 mph. This is a reasonable walk speed.

A dash is 60 ft/round. This is 6.8 mph. This is a medium jog. This is not a reasonable dash speed over a short distance.

A dash of 90 ft/round is 10.2 mph. This is far more reasonable, especially over uneven terrain or if you are even lightly burdened (where it would be hard to go faster in both cases).

If you are unburdened a dash of 120 ft/round or 13.6 mph is certainly doable in good conditions, but unlikely for most humanoids. Though an unburdened animal should have little trouble with a dash of 4x base movement.

In other words, taking the dash action for 3x base movement is completely realistic. I'd even add disadvantage to a bow shot if someone did this. And I'd make shields +4 vs. ranged as shields are just fantastic vs. missile weapons. Also, I'd probably limit the Rogue bonus action dash to its current movement benefit and not grant him the extra movement I'm proposing for dash.
 

Here's a house rule to consider if you want melee combatants to be able to close in more quickly at the potential cost of being able to protect/defend themselves:


Sprint (reaction)

When you take the Sprint reaction, you gain extra movement for the current turn. The Sprint reaction can only be used immediately after you Dash as your action (not as your bonus action). The increase equals your speed, after applying any modifiers. With a speed of 30 feet, for example, you can move up to 90 feet on your turn if you Dash (action) and Sprint (reaction).

Any increase or decrease to your speed changes this additional movement by the same amount. If your speed of 30 feet is reduced to 15 feet, for instance, you can move up to 45 feet this turn if you Dash and Sprint.​

I'd probably also modify the Charger feat, granting advantage to the bonus action melee attack when using Sprint.
 

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