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Conan The RPG: Impressions + Ideas & GM Support
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<blockquote data-quote="Iron_Chef" data-source="post: 1361748" data-attributes="member: 4530"><p>Maybe I'm misremembering the rule, as one of my players (the alternate DM) ran off with my rule book to study. I think they want you to buy the Deflect Arrows feat in order to Parry missile fire, but I could be wrong about that, too. I don't have an answer for you, in any case.</p><p></p><p>On a related note, from my experience running an all archer party (Shemites and Hyrkanians), archery is supremely deadly against unarmored foes, and reduced to 50% effectiveness against armored targets (DR 5 being my sole test). </p><p></p><p>NOTE: Shemite bows do 1d10/x3 and Hyrkanian bows do 1d10/19-20/x2. They all had +1 mighty bows, so they added their strength mods to damage. Also, each race has different, but helpful, bonuses to hit and/or damage with bows, and free exotic weapon proficiency in their racial bow (or all bows). All had point blank shot and rapid shot at first level. None had better than Armor Piercing value 4, which was 1 short of ignoring 50% of their target's DR of 5. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f641.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":(" title="Frown :(" data-smilie="3"data-shortname=":(" /> </p><p></p><p>The fact you can strap a shield over your back to improve your rear DR by +2 made an important strategic difference in dealing with foes thus protected. We had one crazed cannibal climbing an outcroping to get at an archer above, and the Hyrkanians kept shooting at his rear (DR 7), and every hit, he took no more than 1-3 hp damage, made his climb checks, and kept going! We called him the "hungry turtle." The evil freak was hit at least three times by arrows in his 2 round climb, and managed to get up and take out the archer he was after! It was only after archers were brought to his front that he could be taken out. Interesting story, and food for thought for fiendish Conan Game Masters.</p></blockquote><p></p>
[QUOTE="Iron_Chef, post: 1361748, member: 4530"] Maybe I'm misremembering the rule, as one of my players (the alternate DM) ran off with my rule book to study. I think they want you to buy the Deflect Arrows feat in order to Parry missile fire, but I could be wrong about that, too. I don't have an answer for you, in any case. On a related note, from my experience running an all archer party (Shemites and Hyrkanians), archery is supremely deadly against unarmored foes, and reduced to 50% effectiveness against armored targets (DR 5 being my sole test). NOTE: Shemite bows do 1d10/x3 and Hyrkanian bows do 1d10/19-20/x2. They all had +1 mighty bows, so they added their strength mods to damage. Also, each race has different, but helpful, bonuses to hit and/or damage with bows, and free exotic weapon proficiency in their racial bow (or all bows). All had point blank shot and rapid shot at first level. None had better than Armor Piercing value 4, which was 1 short of ignoring 50% of their target's DR of 5. :( The fact you can strap a shield over your back to improve your rear DR by +2 made an important strategic difference in dealing with foes thus protected. We had one crazed cannibal climbing an outcroping to get at an archer above, and the Hyrkanians kept shooting at his rear (DR 7), and every hit, he took no more than 1-3 hp damage, made his climb checks, and kept going! We called him the "hungry turtle." The evil freak was hit at least three times by arrows in his 2 round climb, and managed to get up and take out the archer he was after! It was only after archers were brought to his front that he could be taken out. Interesting story, and food for thought for fiendish Conan Game Masters. [/QUOTE]
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