D&D 5E Nerfing Archery

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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.)
  1. No sneak attack beyond a certain range (30' or whatever)
  2. Disadvantage against targets in melee combat with creatures their size or larger.
  3. Archery provokes AoO if used within 5' of an enemy. (Maybe only applies to crossbows/bows, but not thrown.)
  4. Use cover rules if other characters are in melee combat with. (No rule change needed here.)
  5. If shooting into a melee, if you miss by 5 or more, roll an attack against an ally. (DM's choice)
  6. Options for negating penalties, or maybe granting Advantage if there aren't penalties.
    1. Use your bonus action (to aim)
    2. Voluntarily roll with disadvantage (not cancelled if you have Advantage for some reason)
    3. Forego additional attack(s) if you have one (again, to aim)
    4. Feats
 

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Tales and Chronicles

Jewel of the North, formerly know as vincegetorix
Against a target already engaged with an ally, you gotta use a volley shot instead of a direct hit: you do not add your dex to damage.
or
Just dont add your dex to ranged damage, just to hit.


Personally I use the rule that an enemy has 1/2 cover from ranged attacks if he's engaged with another creature. I dont bother with size; I just say its because of the frantic movements caused by active fighting.
 

Shiroiken

Legend
1. Sneak attack at range isn't really a big deal, since once beyond the short distance they're at disadvantage(even if they negate it with advantage), so it's a non issue.

2. Took a moment to understand your intent. Rather than disadvantage, I'd use 3/4 cover instead.

3. I'd only use this if you do the same for spellcasting (3E). Otherwise you should remove the existing disadvantage penalty.

5. Use the "hitting cover" option from the DMG.

6. Not sure how much mitigation is needed. If nerfing archery is the goal, don't undo the effort.
 

iserith

Magic Wordsmith
A comment on recent experiences with pickup groups: They are shocked (SHOCKED!) when I enforce cover, which includes the cover of other creatures such as allies. This alone is sufficient to give people pause or so I've noticed anecdotally.

Also, roll for weather anytime the PCs are outdoors. Heavy wind sucks for archers. They'll long for dungeons when bad weather comes calling.

Finally, enforce ammunition and consider variant encumbrance rules if it is appropriate for the theme of the campaign. That's the trade-off for attacking from relative safety at range - you have a limited supply of attacks that weighs you down since it's likely your Strength isn't all that high. A quiver of arrows is only 2 lbs., but with variant encumbrance rules in effect, some trade-offs may have to be made.
 

1. Have a STR requirement to use all ranged weapons, which models the power needed to pull a longbow, or the strength needed to handle the recoil of a crossbow. The higher the damage die, the higher the STR requirement. If a character isn't of a certain STR the attack with that weapon is at a disadvantage.

2. Don't allow ranged attacks that round if you already moved more than half your speed. And if you make a ranged attack that round, your speed is cut in half that round.

That deals with the two main issues with ranged combat in 5e. (STR 8 ranged builds, insane ranged mobility)
 

Charlaquin

Goblin Queen (She/Her/Hers)
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.)
Personally, I think archery is perfectly fair as long as you enforce all of the rules around it (which not everyone does) - ammo tracking, cover, disadvantage while in melee, etc. To that end, I would highly recommend removing or modifying the crossbow expert and sharpshooter feats, as they both allow players to ignore some of these rules, thereby breaking archery in my opinion.

No sneak attack beyond a certain range (30' or whatever)
Eh, this one only affects rogues, and I think the ability to sneak attack with ranged attacks is a very important survivability feature for rogues.

Disadvantage against targets in melee combat with creatures their size or larger.
This doesn’t seem unreasonable, though personally I would just stick to the cover rules. Creatures of the same size or one size smaller grant half cover, creatures of greater size grant 3/4 cover.

Archery provokes AoO if used within 5' of an enemy. (Maybe only applies to crossbows/bows, but not thrown.)
I wouldn’t use this one. It complicates attacks of opportunity by adding more things that grant them, and it’s probably a less potent balancing factor in practice than it seems on paper since it costs a reaction,

Use cover rules if other characters are in melee combat with.
Yep, definitely do this, and your allies grant cover as well as your enemies. I find this rule often gets ignored and it makes ranged attacks far better than intended.

If shooting into a melee, if you miss by 5 or more, roll an attack against an ally. (DM's choice)
I like the idea behind this, but the specific mechanic feels clunky to me. Instead, I would simply apply the optional “hitting cover” rules from the DMG if you want to model the risk of hitting the wrong target when firing into melee.

Use your bonus action (to aim)
Considering this is one of the optional enhancements for rogues in the class features UA, I would not make this an option for everyone. Instead, I’d say make Aim an action that gives you advantage on your next ranged attack against the target (basically a nonmagical Truestrike that only works with ranged attacks) and let rogues Aim as a bonus action with Cunning Action.

Voluntarily roll with disadvantage (not cancelled if you have Advantage for some reason)
I don’t understand this... Are you saying that doing so would allow you to ignore penalties such as from cover? If so, I would not recommend this.

Forego additional attack(s) if you have one (again, to aim)
I see what you’re going for here, but I think my proposed revision to your Aim rule accomplishes the goal more effectively. If aiming is an action and only works on your next attack against the target, characters with extra attack are giving up two attacks on one turn to make one of their attacks on their next turn with advantage. Frankly, it’s a bad tradeoff for extra attackers most of the time, but might situationally be worthwhile for them. Rogues who could do it as a bonus action don’t have extra attack to worry about, and multiclassing to get both is a heavy build investment, so it seems fair.

Ban them, I say. Or change them so they don’t circumvent cover or the disadvantage for firing into melee. Both are very important balancing factors to ranged attacks that should not be circumvented.
 

Xeviat

Hero
Enforcing cover and having "firing into melee" seems like it might be enough to me.

Having Str requirements and having damage be tied to Str/pull could also help. Removing ability score to damage at long range would also make sense; the projectile has slowed and gravity is taking over at that point.
 


TwoSix

Dirty, realism-hating munchkin powergamer
1) Be broad with cover.
2) An enemy within 5' of an ally has half-cover.
3) Eliminate Sharpshooter.
 


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