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Hide in Plain Sight and Sniping
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<blockquote data-quote="Felix" data-source="post: 1525120" data-attributes="member: 3929"><p>Hello all.</p><p></p><p>I must say that DnD handles the sniping mechanic rather ham-fistedly, although this tends to be, for PCs, not a bad thing. Consider:</p><p></p><p>--For a sniper to be effective, he wants to be far away from the target when he shoots. In DnD, this translates to 7 to 10 range incriments.</p><p>--Snipers generally rely on a one-shot-one-kill method (thank you Tom Berringer). In DnD, this is very hard to do at higher levels as HP rise.</p><p>--Snipers do not work in large groups, they work by themselves or with a partner. In any case, not with a whole bunch of people 20' away. This makes creating a PC "Sniper" hard to do because when the party encounters trouble, the sniper has to run off and hide, leaving his friends vulnerable for a little while.</p><p></p><p>So you're more likely to have NPC snipers/sniper teams. If you create DnD mechanics that model the long-range one-shot-one-kill modern snipers, you're going to have a lot of dead PCs, and some upset players. So while the sniping mechanics are clunky, it's not really that bad a thing. </p><p></p><p>"How are they clunky?"</p><p>While laying prone with concealment and unmoving, a crossbow sniper has no hide penalty. As soon as he _moves his trigger finger_ he becomes much, much easier to see. While this is indeed a special case, it recieves no special consideration in the RAW mechanics. I think the designers exaggerate the ability of the target to pinpoint where the attack came from. (but I also think they did it for a good reason, and in the PCs favor)</p></blockquote><p></p>
[QUOTE="Felix, post: 1525120, member: 3929"] Hello all. I must say that DnD handles the sniping mechanic rather ham-fistedly, although this tends to be, for PCs, not a bad thing. Consider: --For a sniper to be effective, he wants to be far away from the target when he shoots. In DnD, this translates to 7 to 10 range incriments. --Snipers generally rely on a one-shot-one-kill method (thank you Tom Berringer). In DnD, this is very hard to do at higher levels as HP rise. --Snipers do not work in large groups, they work by themselves or with a partner. In any case, not with a whole bunch of people 20' away. This makes creating a PC "Sniper" hard to do because when the party encounters trouble, the sniper has to run off and hide, leaving his friends vulnerable for a little while. So you're more likely to have NPC snipers/sniper teams. If you create DnD mechanics that model the long-range one-shot-one-kill modern snipers, you're going to have a lot of dead PCs, and some upset players. So while the sniping mechanics are clunky, it's not really that bad a thing. "How are they clunky?" While laying prone with concealment and unmoving, a crossbow sniper has no hide penalty. As soon as he _moves his trigger finger_ he becomes much, much easier to see. While this is indeed a special case, it recieves no special consideration in the RAW mechanics. I think the designers exaggerate the ability of the target to pinpoint where the attack came from. (but I also think they did it for a good reason, and in the PCs favor) [/QUOTE]
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