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5E Ranged Attacks
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<blockquote data-quote="Keldryn" data-source="post: 5783350" data-attributes="member: 11999"><p>What you've described pretty much sums up how it worked in B/X D&D and AD&D. Ranged weapons were used when an encounter started at long range and usually tossed aside once a melee broke out. </p><p></p><p>I think that the "ranged warrior" and "melee warrior" split is the result of too many specialization options being available. Somebody mentioned it in another thread, but I would also really like to see the notion of a character being built around once specific weapon or combat style go away. </p><p></p><p>As soon as you open up the system by allowing characters to invest a lot of "character building" resources into specializing in a particular weapon or style, you create a situation where they can easily end up feeling useless if they lose their weapon or if that weapon can't be used in a particular situation. I'm sure this is why there aren't any penalties for shooting into melee in 4e, as it would unfairly penalize "ranged builds" since their other attacks will be largely ineffective for their level.</p><p></p><p>A bit of specialization is nice for customization, like AD&D's weapon specialization (+1 to hit, +2 to damage). It's nice to have, but doesn't make you feel ripped off if you don't always get to use it. When you have 10 attack powers and they all require one specific weapon to be effective, then you've got a problem if your chosen specialization can't be used the majority of the time.</p><p></p><p>A slight nod to realism in terms of how missile weapons work in the real world -- as well as how they were actually used historically -- would be nice. 3.x and later D&D seems to treat a bow very much like a reskinned gun.</p><p></p><p>And please, let's drop the crossbows that can shoot each enemy in 15' radius (close burst 3) within a time span of roughly 6 seconds (a couple of 4e rogue powers do this). My suspension of disbelief can stretch pretty far, but it does have its limits.</p></blockquote><p></p>
[QUOTE="Keldryn, post: 5783350, member: 11999"] What you've described pretty much sums up how it worked in B/X D&D and AD&D. Ranged weapons were used when an encounter started at long range and usually tossed aside once a melee broke out. I think that the "ranged warrior" and "melee warrior" split is the result of too many specialization options being available. Somebody mentioned it in another thread, but I would also really like to see the notion of a character being built around once specific weapon or combat style go away. As soon as you open up the system by allowing characters to invest a lot of "character building" resources into specializing in a particular weapon or style, you create a situation where they can easily end up feeling useless if they lose their weapon or if that weapon can't be used in a particular situation. I'm sure this is why there aren't any penalties for shooting into melee in 4e, as it would unfairly penalize "ranged builds" since their other attacks will be largely ineffective for their level. A bit of specialization is nice for customization, like AD&D's weapon specialization (+1 to hit, +2 to damage). It's nice to have, but doesn't make you feel ripped off if you don't always get to use it. When you have 10 attack powers and they all require one specific weapon to be effective, then you've got a problem if your chosen specialization can't be used the majority of the time. A slight nod to realism in terms of how missile weapons work in the real world -- as well as how they were actually used historically -- would be nice. 3.x and later D&D seems to treat a bow very much like a reskinned gun. And please, let's drop the crossbows that can shoot each enemy in 15' radius (close burst 3) within a time span of roughly 6 seconds (a couple of 4e rogue powers do this). My suspension of disbelief can stretch pretty far, but it does have its limits. [/QUOTE]
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