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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="hawkeyefan" data-source="post: 6989138" data-attributes="member: 6785785"><p>My combats often go longer than 3 to 5 rounds, especially when there is a lot of ranged combat involved. Cover and readied actions tend to come into play a lot in those instances.That tends to slow things down. It's also helped my players not panic if they have to spend a turn just moving into position or taking some other non-attack action (the horror!).</p><p></p><p>So the ammo factor rarely comes up in my game anyway because of this, but if I had crossbow guys running around shooting like Han Solo with a blaster, I might pay closer attention to ammo, and try and rein in anything that was excessive. </p><p></p><p></p><p></p><p>There have been a few solutions proposed. Some folks reduce the effectiveness of ranged-oriented feats. Others have redesigned feats. I suggested the possibility of dropping feats entirely. Any of these could work, depending on the severity of the issue for a specific table. </p><p></p><p>I also mentioned earlier in the thread that a first step would be for a DM to try and manage the encounter a bit to balance things out. Don't let there be unobstructed views of all enemies at all times, use enemies that also have effective ranged attacks and combine them with other types of enemies. </p><p></p><p>It all depends on if the table is experiencing these issues, and if so, how much of an issue they are.</p><p></p><p></p><p></p><p>Now with more cheese than before! </p><p></p><p>Ugh....all I can say is I'm glad I don't have players that try this kind of crap at my table. It's such an obvious exploit of the rules that I'd dismiss it out of hand...and I usually try not to just dismiss things like that.</p></blockquote><p></p>
[QUOTE="hawkeyefan, post: 6989138, member: 6785785"] My combats often go longer than 3 to 5 rounds, especially when there is a lot of ranged combat involved. Cover and readied actions tend to come into play a lot in those instances.That tends to slow things down. It's also helped my players not panic if they have to spend a turn just moving into position or taking some other non-attack action (the horror!). So the ammo factor rarely comes up in my game anyway because of this, but if I had crossbow guys running around shooting like Han Solo with a blaster, I might pay closer attention to ammo, and try and rein in anything that was excessive. There have been a few solutions proposed. Some folks reduce the effectiveness of ranged-oriented feats. Others have redesigned feats. I suggested the possibility of dropping feats entirely. Any of these could work, depending on the severity of the issue for a specific table. I also mentioned earlier in the thread that a first step would be for a DM to try and manage the encounter a bit to balance things out. Don't let there be unobstructed views of all enemies at all times, use enemies that also have effective ranged attacks and combine them with other types of enemies. It all depends on if the table is experiencing these issues, and if so, how much of an issue they are. Now with more cheese than before! Ugh....all I can say is I'm glad I don't have players that try this kind of crap at my table. It's such an obvious exploit of the rules that I'd dismiss it out of hand...and I usually try not to just dismiss things like that. [/QUOTE]
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