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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
[3.5] Archer changes
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<blockquote data-quote="Bauglir" data-source="post: 839445" data-attributes="member: 6982"><p>** House rule alert **</p><p></p><p>Magical effects on bows and ammunition do not stack.</p><p></p><p>Magical bows (and other ranged 'launchers') when drawn, *create* an arrow with the same magical properties as the parent bow. The arrow exists for 1 full round, then vanishes. </p><p></p><p>If the bow is drawn with an arrow nocked, then no arrow is created. In this case, any to-hit effects come either from the bow, or the arrow, whichever is greater. Any to-damage effects will be applied only from the arrow.</p><p></p><p>So, for example, a +1 flaming arrow fired from a +3 distance frost bow would be fired with a +3 to hit, and a doubled range increment, but would hit as a +1 flaming arrow for purposes of damage, and of DR.</p><p></p><p>If the same bow were to be drawn empty, a +3 frost arrow would come into being.</p><p></p><p>** End house rule **</p><p></p><p>Something that's been brewing while I was reading this thread.</p><p></p><p>The 'create arrows' thing was meant as a way to avoid archers carrying around barrels of arrows, which I see as more of a nuisance than a limitation. If that's not to your taste, you could change it to say that the bow imbues its effects onto non-magical arrows nocked (for 1 round).</p><p></p><p>Thoughts?</p></blockquote><p></p>
[QUOTE="Bauglir, post: 839445, member: 6982"] ** House rule alert ** Magical effects on bows and ammunition do not stack. Magical bows (and other ranged 'launchers') when drawn, *create* an arrow with the same magical properties as the parent bow. The arrow exists for 1 full round, then vanishes. If the bow is drawn with an arrow nocked, then no arrow is created. In this case, any to-hit effects come either from the bow, or the arrow, whichever is greater. Any to-damage effects will be applied only from the arrow. So, for example, a +1 flaming arrow fired from a +3 distance frost bow would be fired with a +3 to hit, and a doubled range increment, but would hit as a +1 flaming arrow for purposes of damage, and of DR. If the same bow were to be drawn empty, a +3 frost arrow would come into being. ** End house rule ** Something that's been brewing while I was reading this thread. The 'create arrows' thing was meant as a way to avoid archers carrying around barrels of arrows, which I see as more of a nuisance than a limitation. If that's not to your taste, you could change it to say that the bow imbues its effects onto non-magical arrows nocked (for 1 round). Thoughts? [/QUOTE]
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[3.5] Archer changes
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