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Guest 6801328
Guest
I know there are a number of you out there who agree with me that archery is too powerful in 5e. (If you don't agree that's fine; my goal with this isn't to argue the point.). Rather than rein in the damage across the board, I'd like to see its effectiveness vary situationally.
Assuming you agree, at least to some extrent, what are thoughts about the following options? Any other suggestions?
(These aren't meant to be applied all together....these are just different ideas.)
Assuming you agree, at least to some extrent, what are thoughts about the following options? Any other suggestions?
(These aren't meant to be applied all together....these are just different ideas.)
- No sneak attack beyond a certain range (30' or whatever)
- Disadvantage against targets in melee combat with creatures their size or larger.
- Archery provokes AoO if used within 5' of an enemy. (Maybe only applies to crossbows/bows, but not thrown.)
- Use cover rules if other characters are in melee combat with. (No rule change needed here.)
- If shooting into a melee, if you miss by 5 or more, roll an attack against an ally. (DM's choice)
- Options for negating penalties, or maybe granting Advantage if there aren't penalties.
- Use your bonus action (to aim)
- Voluntarily roll with disadvantage (not cancelled if you have Advantage for some reason)
- Forego additional attack(s) if you have one (again, to aim)
- Feats