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General Tabletop Discussion
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Helping melee combat to be more competitive to ranged.
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<blockquote data-quote="fixitgeek" data-source="post: 6969521" data-attributes="member: 6777228"><p>With this his answer fully applies, topology matters even if we don't think about it. Grasslands will have hills, a tundra large rocks and snowfalls, glaciers crags and valleys, the list goes on. Also on top of this natural fog makes for an easy way to obscure vision. Deserts are going to have the mirage effect. </p><p></p><p>Hopefully that helps put it into perspective. Adding those extra things seems a bit much. I don't see any proposal there that I would honestly use aside from ammunition and this is already a thing. I do make sure that my players keep track of it and you are right, feasibly you aren't carrying 500 arrows. But that also shouldn't hamper the game. Them making sure to stop at a town and spend a little money on the ammo from time to time is good enough for me. Or making a tool check for fletching, I disregard crafting rules for certain instances, a workable arrow can be repaired in a short time, and a new bunch can be made by simply stating you spend some of your nights rest worknig on that, thus taking a player out of the night watch rotation. </p><p></p><p>Now honestly this is all subjective to the type of game you want, but I prefer to let the story speak louder than the numbers. Combat can be engaging without having to add anything to it, want to stop a player from running away? Swarm them. Want to make the melee shine? Add stealth ambushers. I created my own version of the Australian Drop Bear for this very reason, tiny terrors from the trees that gave a mid-level party a challenge.</p></blockquote><p></p>
[QUOTE="fixitgeek, post: 6969521, member: 6777228"] With this his answer fully applies, topology matters even if we don't think about it. Grasslands will have hills, a tundra large rocks and snowfalls, glaciers crags and valleys, the list goes on. Also on top of this natural fog makes for an easy way to obscure vision. Deserts are going to have the mirage effect. Hopefully that helps put it into perspective. Adding those extra things seems a bit much. I don't see any proposal there that I would honestly use aside from ammunition and this is already a thing. I do make sure that my players keep track of it and you are right, feasibly you aren't carrying 500 arrows. But that also shouldn't hamper the game. Them making sure to stop at a town and spend a little money on the ammo from time to time is good enough for me. Or making a tool check for fletching, I disregard crafting rules for certain instances, a workable arrow can be repaired in a short time, and a new bunch can be made by simply stating you spend some of your nights rest worknig on that, thus taking a player out of the night watch rotation. Now honestly this is all subjective to the type of game you want, but I prefer to let the story speak louder than the numbers. Combat can be engaging without having to add anything to it, want to stop a player from running away? Swarm them. Want to make the melee shine? Add stealth ambushers. I created my own version of the Australian Drop Bear for this very reason, tiny terrors from the trees that gave a mid-level party a challenge. [/QUOTE]
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Community
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Helping melee combat to be more competitive to ranged.
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