what i wouldn't give for a few lines of text that say something to the effect of:
with these changes your best STR options are javelin for range and trident for damage, let's compare them to what are probably their closest ranged DEX-equivalents.
Weapon | Damage | Range | Properties | Mastery |
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Javelin | 1d6 Piercing | 90/240 | N/A | Slow |
Shortbow | 1d6 Piercing | 80/320 | Ammo, 2-Handed | Vex |
Trident | 1d10 Piercing | 60/120 | N/A, Versatile, | Topple |
Longbow | 1d8 Piercing | 150/600 | Ammo, Heavy, 2-handed | Slow |
H Crossbow | 1d10 Piercing | 100/400 | Ammo, Heavy, Loading, 2-Handed | Push |
That seems fairly balanced to me all things considered, don't you think?
I mean, like, I just want to give every melee type PC mobility boosts?
There isn't a great reason why a level 1 PC is as fast as a level 5, 10 or 20 PC.
As an example, change action surge to be:
- Once on your turn, you may take an action surge. If you do so, you may make a weapon attack, move your speed, and you have advantage on d20 tests until the start of your next turn. You can do this once before completing a short or long rest.
- Starting at 5th level, you can take two action surges between resets. Starting at 11th level, when you take your action surge you may move twice your speed and make two attacks. Starting at 17th level, you can take 3 action surges between rests.
We've now baked in mobility into action surge.
Then, grant +10 movement speed at level 6, 12 and 18 to the Fighter.
A level 18 fighter has a 60 foot movement speed, and can action surge 3 times per short rest to move an extra 120 feet on their turn. Their action surge no longer grants as many extra attacks, but they (usually) have more of them. Pressing that button puts them in "turbo" mode for that turn.
Monk and Barbarian speedup would be boosted. Rogues would get the same movement speed boosts as fighters (at 6/12/18), together with bonus action dash makes them fast enough.
Shrink ranges not by boosting throwing (which is somewhat silly to me; the PC wants to be in melee), but by making melee faster.
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Second, make it standard that making a ranged attack on your turn after moving imposes disadvantage, and ranged weapon attacks halve your remaining. Doing the magic action after moving on your turn grants advantage on saving throws against the spell, and casting a spell halves your remaining speed.
This makes ranged options less mobile (making kiting not work as well), and gives a relative advantage to melee PCs. It applies to monsters as well.
(This is akin to 4e, where shifting out of melee range to use ranged attacks was a pain and defenders could punish it.)
So PCs who advance and fire either move slower or are less accurate. Melee who focus on closing the distance get there faster, and foes who retreat and do covering fire are either inaccurate or slower.
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While this may feel like "bigger numbers", at level 20 a 200 range bow with 40' of movement archer vs a dashing 60' of movement melee character gets
10 turns before the melee character can close range.
With the above, the archer has 70' of movement (halved to 35' to keep accuracy). The dashing character has 120', so closes the distance at 85' per turn, or 3 turns to melee range. Throw in the above action surge and they reach melee range on turn 1 (and get 2 attacks instead of 4, but still they are in melee range).
The archer needs a defensive position - possibly a meat wall - to keep them safe.