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General Tabletop Discussion
*Dungeons & Dragons
Helping melee combat to be more competitive to ranged.
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<blockquote data-quote="FormerlyHemlock" data-source="post: 6977366" data-attributes="member: 6787650"><p>Technically, archers can even wear heavy armor, as we see from Cyber-Dave's suggestion that the melee bruiser in plate armor carry a longbow.</p><p></p><p>But generally archers don't do that because it makes them either MAD or slow, and archers like to be SAD and kite. If you were in a campaign where kiting wasn't a thing, though, I'd expect to see every archers wear the heaviest-possible armor no matter how low his Str.</p><p></p><p></p><p>I wouldn't allow you to count a crossbow as a ranged weapon if you're using it as an improvised club. If you do that, it's a club.</p><p></p><p></p><p></p><p>Tripping is good in melee too for gaining advantage and/or imposing disadvantage. Can function as a lightweight Sentinel feat too (costs the enemy movement to get up after falling).</p><p></p><p>Of course, the battlemaster doesn't have to choose between them. A melee-oriented battlemaster can still trip at range, and an archer battlemaster can still trip with a rapier.</p><p></p><p>I agree though that trip is especially brutal against flying opponents.</p><p></p><p></p><p></p><p>I might put the number even higher than 10-20%. I believe that archery would remain viable even if melee fighters did 100-200% more damage once they get into melee range. However, that assessment is influenced by my willingness to kill off PCs, which puts a premium on the defensive characteristics of ranged combat (avoiding Medusa gazes, enabling Dodges, etc.). At a table where losing PCs isn't a thing, or where replacement PCs get brought in as fully-fledged high-level PCs, 100-200% might be too high.</p></blockquote><p></p>
[QUOTE="FormerlyHemlock, post: 6977366, member: 6787650"] Technically, archers can even wear heavy armor, as we see from Cyber-Dave's suggestion that the melee bruiser in plate armor carry a longbow. But generally archers don't do that because it makes them either MAD or slow, and archers like to be SAD and kite. If you were in a campaign where kiting wasn't a thing, though, I'd expect to see every archers wear the heaviest-possible armor no matter how low his Str. I wouldn't allow you to count a crossbow as a ranged weapon if you're using it as an improvised club. If you do that, it's a club. Tripping is good in melee too for gaining advantage and/or imposing disadvantage. Can function as a lightweight Sentinel feat too (costs the enemy movement to get up after falling). Of course, the battlemaster doesn't have to choose between them. A melee-oriented battlemaster can still trip at range, and an archer battlemaster can still trip with a rapier. I agree though that trip is especially brutal against flying opponents. I might put the number even higher than 10-20%. I believe that archery would remain viable even if melee fighters did 100-200% more damage once they get into melee range. However, that assessment is influenced by my willingness to kill off PCs, which puts a premium on the defensive characteristics of ranged combat (avoiding Medusa gazes, enabling Dodges, etc.). At a table where losing PCs isn't a thing, or where replacement PCs get brought in as fully-fledged high-level PCs, 100-200% might be too high. [/QUOTE]
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Helping melee combat to be more competitive to ranged.
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