D&D 5E Helping melee combat to be more competitive to ranged.

But seriously, stop counting arrows.. ☺

What gives you the right to complain about a game you're not in?

Sometimes the players spend large amounts of time doing things like recruiting peasants for their space colony, milking monsters for poison, negotiating treaties with elvish fleets, stripping poison off of drow bodies and trying to use it up before it all goes bad, or counting how many cows they have left for fueling their lifejammer hammership. Logistics is part of the fun of an RPG.
 
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smbakeresq

Explorer
I'm very confused why the designers of 5e changed core gaming tenants that worked to counter ranged superiority in previous editions.

The removal of the charge action, the removal of opportunity attacks vs spells and ranged attacks, the ability for archers to be just as tanky as melee bruisers, the ability to counteract all penalties for distance and cover by taking a single feat, and the archery fighting style synergizing extremely well with the -5 / +10 feats are just some of the examples changes that promote ranged superiority.

Yes, in a certain sense its sort of like the first Dragon Age, where as you level up the hordes of scatter-shooting and pinning shot archers that are programmed in are the biggest problem.
 

smbakeresq

Explorer
What gives you the right to complain about a game you're not in?

Sometimes the players spend large amounts of time doing things like recruiting peasants for their space colony, milking monsters for poison, negotiating treaties with elvish fleets, stripping poison off of drow bodies and trying to use it up before it all goes bad, or counting how many cows they have left for fueling their lifejammer hammership. Logistics is part of the fun of an RPG.


This was part of the game many editions ago, in the pen and paper days. Encumbrance wasn't optional, so you tracked everything. Poisons were worse, some had save or die or other real severe effects, and IIRC thieves got the poison training for free (or maybe just the Assassin subclass.) Drow Fungal poisons even came wrapped in packs with "expiration" dates to encourage you to use it. Spell components got tracked since some of them were 1000 gp gems or other stuff, fireballs were bat guano.

It just became a habit for the older players.
 

CapnZapp

Legend
What gives you the right to complain about a game you're not in?

Sometimes the players spend large amounts of time doing things like recruiting peasants for their space colony, milking monsters for poison, negotiating treaties with elvish fleets, stripping poison off of drow bodies and trying to use it up before it all goes bad, or counting how many cows they have left for fueling their lifejammer hammership. Logistics is part of the fun of an RPG.
I hope you saw my smiley?
 

CapnZapp

Legend
I'm very confused why the designers of 5e changed core gaming tenants that worked to counter ranged superiority in previous editions.

The removal of the charge action, the removal of opportunity attacks vs spells and ranged attacks, the ability for archers to be just as tanky as melee bruisers, the ability to counteract all penalties for distance and cover by taking a single feat, and the archery fighting style synergizing extremely well with the -5 / +10 feats are just some of the examples changes that promote ranged superiority.
I have been pondering this question too.

Unfortunately the best answer I have come up with is: ignorance.

That is, many changes are individually popular and asked-for.

It's just that no-one realized that more than half a dozen tweaks, all leading in the same direction, could derail the entire carriage.

People simply expect melee to reign supreme just as in every previous edition, not questioning if it really still is.

Still today - in this very forum, even - there are forumists that simply refuse to see this even when we move past all the perfectly reasonable reasons why you don't see it at first.

I have fought hard to finally read a response such as yours, taking this for granted, and I thank you for it.
 

smbakeresq

Explorer
Don't forget the elimination of "requires magical weapons to hit." In AD&D, magical arrows were prohibitively expensive, and there were no at-will cantrips, so monsters with weapon immunity basically had to be engaged in melee on a regular basis.

Remember the days of an arrow being shot from a magic bow was not a magic weapon for overcoming magic resistance?
 


smbakeresq

Explorer
Melee gets all the call magic weapons. Ranged, not so much.

A returning weapon was a big thing, speed and distance were the only other thing you got. Arrows of Slaying were so rare that you just never saw one. They were never against you, but the Solar with the +5 Bow and Arrows of Slaying were laughable to read about.
 

Caliban

Rules Monkey
I have been pondering this question too.

Unfortunately the best answer I have come up with is: ignorance.

That is, many changes are individually popular and asked-for.

It's just that no-one realized that more than half a dozen tweaks, all leading in the same direction, could derail the entire carriage.

People simply expect melee to reign supreme just as in every previous edition, not questioning if it really still is.

Still today - in this very forum, even - there are forumists that simply refuse to see this even when we move past all the perfectly reasonable reasons why you don't see it at first.

I have fought hard to finally read a response such as yours, taking this for granted, and I thank you for it.

Cg4GQk3WkAEIfh0.jpg
 

Satyrn

First Post
(cont'd)

The really important point is: as an archer you never need melee weapons or shields as backups, as you did in all previous editions.

You're not squishy, you're not reduced or limited in any way.
That seems like a good thing to me. It's what Legolas looked like in the movies.

And I say that as a someone who'd far prefer to play Gimli.
 

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