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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="Cap'n Kobold" data-source="post: 7295412" data-attributes="member: 6802951"><p>Hardly The mongols used warbows capable of killing a soldier. </p><p>The average couch-potato-level, Str 8, Dex-build character probably couldn't even draw one halfway, let alone fully, and in a controlled enough fashion to hit a target.</p><p></p><p> A more exact (but less efficient) way to represent a shield might be two separate ACs that the attacker rolls separately to beat. A 'Shield AC' of 8+Str/Dex +Prof bonus maybe. With an additional bonus vs missile fire that you're facing. </p><p>Then an 'Armour AC' based on the armour the target is wearing.</p><p>Thus, the shield will provide greater effective protection to someone with less armour than someone with heavier, but it still helps someone in heavier.</p><p>I don't think that the dash of realism that this would supply would be worth having to make two attack rolls however.</p><p></p><p> Particularly if, unlike firearms, your opponent's projectile actually takes an appreciable time to cover the distance. You're probably not going to actually dodge it if they're shooting at less than a hundred foot or so, but if you're in melee with someone else for example, they're going to have issues because your essentially random movement takes place after they have loosed. No matter how well they aimed, if the target isn't there by the time the time the arrow arrives, its not going to hit it.</p><p></p><p>Or have a shield, like most battlefield combatants did. It vastly reduces your chance of being hit with missile fire from a known direction.</p></blockquote><p></p>
[QUOTE="Cap'n Kobold, post: 7295412, member: 6802951"] Hardly The mongols used warbows capable of killing a soldier. The average couch-potato-level, Str 8, Dex-build character probably couldn't even draw one halfway, let alone fully, and in a controlled enough fashion to hit a target. A more exact (but less efficient) way to represent a shield might be two separate ACs that the attacker rolls separately to beat. A 'Shield AC' of 8+Str/Dex +Prof bonus maybe. With an additional bonus vs missile fire that you're facing. Then an 'Armour AC' based on the armour the target is wearing. Thus, the shield will provide greater effective protection to someone with less armour than someone with heavier, but it still helps someone in heavier. I don't think that the dash of realism that this would supply would be worth having to make two attack rolls however. Particularly if, unlike firearms, your opponent's projectile actually takes an appreciable time to cover the distance. You're probably not going to actually dodge it if they're shooting at less than a hundred foot or so, but if you're in melee with someone else for example, they're going to have issues because your essentially random movement takes place after they have loosed. No matter how well they aimed, if the target isn't there by the time the time the arrow arrives, its not going to hit it. Or have a shield, like most battlefield combatants did. It vastly reduces your chance of being hit with missile fire from a known direction. [/QUOTE]
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Helping melee combat to be more competitive to ranged.
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