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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="Ovinomancer" data-source="post: 6988944" data-attributes="member: 16814"><p>Are you aware that your posting style is needlessly aggressive and insulting? You've managed to not answer the question I asked and then essentially accused me of acting in bad faith because of what another poster said?</p><p></p><p>But, okay, I'll chalk it up to a long, contentious thread for this one and respond in good faith.</p><p></p><p>My combats are typically 4-5 rounds long. There may be some maneuver to contact (my group likes careful approaches), but for actual hammer time, about that long. Longer combats are ones that involve multiple waves and/or a chase where attacks aren't happening every round. The longest combat I've run was a little less than 20 rounds, and that was 40 zombies and 2 skeleton ogres against a 5th level party in a running 'zombie horde' engagement. The party moved between defensible locations, evacuating one when being overrun to move to the next. Good fight, and that's the one time I ever actually stressed the ammunition of my ranger (she took a round to dip into reserve ammo).</p><p></p><p>So, typically 4-5 rounds. And, assuming that, for some reason, the only archer I can talk about is the crossbow expert, that's 20-25 bolts, call it 30 for an action surge. Assume 40 bolts readily on hand, because that's trivial to do without magic. 1 minute to pick over the combat recovers 15 arrows, leaving 25 left on hand for one more 5 round combat before being tapped. 1 minute after that to pull 12 arrows back out, and another round or 2 to dip into reserve to bring the complement back up to 40. That's 2 more fights, and another dip into the reserve to bring the complement to 24, which limits things for a 5th fight. So, a 20th level character with no magic, carrying only 80 bolts (40 ready and 40 reserve in the backpack) can easily do 5 fights at the average length. If they have a bag of holding, this becomes as many fights as they spent their loot on buying bolts, which at 20th is a lot of bolts.</p><p></p><p>Now, lets say you run one of those longer fights. At 5 bolts a round, 40 ready bolts, that's 8 rounds of combat. An action surge or taking one round off to pull reserve bolts gives another 4 rounds (assuming you can only pull 20 bolts an action). Another round off gives you another 4 rounds. That's 16 rounds of shooting (less if you're action surging, more if you're using your bonus action for something else) by just carrying a trivial amount of ammunition. A single quiver of Ehlona puts 60 bolts on hand, for 12 rounds uninterrupted. A bag of holding provides effectively unlimited reserve ammunition for restocking. Ammunition just isn't a problem for a player that plans to use a lot of ammunition.</p><p></p><p>For anyone not the 20th-level-fighter-crossbow-expert machine gun, this just gets better. Ammunition isn't a serious limitation on ranged combat.</p></blockquote><p></p>
[QUOTE="Ovinomancer, post: 6988944, member: 16814"] Are you aware that your posting style is needlessly aggressive and insulting? You've managed to not answer the question I asked and then essentially accused me of acting in bad faith because of what another poster said? But, okay, I'll chalk it up to a long, contentious thread for this one and respond in good faith. My combats are typically 4-5 rounds long. There may be some maneuver to contact (my group likes careful approaches), but for actual hammer time, about that long. Longer combats are ones that involve multiple waves and/or a chase where attacks aren't happening every round. The longest combat I've run was a little less than 20 rounds, and that was 40 zombies and 2 skeleton ogres against a 5th level party in a running 'zombie horde' engagement. The party moved between defensible locations, evacuating one when being overrun to move to the next. Good fight, and that's the one time I ever actually stressed the ammunition of my ranger (she took a round to dip into reserve ammo). So, typically 4-5 rounds. And, assuming that, for some reason, the only archer I can talk about is the crossbow expert, that's 20-25 bolts, call it 30 for an action surge. Assume 40 bolts readily on hand, because that's trivial to do without magic. 1 minute to pick over the combat recovers 15 arrows, leaving 25 left on hand for one more 5 round combat before being tapped. 1 minute after that to pull 12 arrows back out, and another round or 2 to dip into reserve to bring the complement back up to 40. That's 2 more fights, and another dip into the reserve to bring the complement to 24, which limits things for a 5th fight. So, a 20th level character with no magic, carrying only 80 bolts (40 ready and 40 reserve in the backpack) can easily do 5 fights at the average length. If they have a bag of holding, this becomes as many fights as they spent their loot on buying bolts, which at 20th is a lot of bolts. Now, lets say you run one of those longer fights. At 5 bolts a round, 40 ready bolts, that's 8 rounds of combat. An action surge or taking one round off to pull reserve bolts gives another 4 rounds (assuming you can only pull 20 bolts an action). Another round off gives you another 4 rounds. That's 16 rounds of shooting (less if you're action surging, more if you're using your bonus action for something else) by just carrying a trivial amount of ammunition. A single quiver of Ehlona puts 60 bolts on hand, for 12 rounds uninterrupted. A bag of holding provides effectively unlimited reserve ammunition for restocking. Ammunition just isn't a problem for a player that plans to use a lot of ammunition. For anyone not the 20th-level-fighter-crossbow-expert machine gun, this just gets better. Ammunition isn't a serious limitation on ranged combat. [/QUOTE]
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