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Hiding & Sniping
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<blockquote data-quote="HeavenShallBurn" data-source="post: 3638959" data-attributes="member: 39593"><p>The RAW doesn't handle sniping very well, they emphasize melee combat. Probably because of the infrequency with which most campaigns ever spring a fight on open terrain at ranges of more than a hundred feet or so.</p><p></p><p>If you want to make sniping more reasonable you have to do more than just add in a few house rules you need to adjust the way you handle encounters. It means you'll need to increase the range at which encounters begin and spread combatants out significantly. Move Silently and Hide skills become more important and this has to be shown to the players so they'll consider it a higher priority for their character's skill points even if it wouldn't normally be for their character class or concept. </p><p></p><p>But for the house rules end there are a few things you can do. 1.) change Sneak Attack-by RAW its a melee optimized special attack ranged use is subpar. So you could extend the range to a single range increment from 30ft and have a feet chain dedicated to extending its range. Or you can eliminate the range limitation and reword it so that it only works when the target is unaware. Both have their down-sides. 2.) The problem with hiding and attacking, the RAW aren't very good that simple. A very simple house rule to fix it for ranged attacks is this. Ranged Attacks From Hiding: A character who has hidden may make a ranged attack, enemies must succeed on a spot check versus the result of the hide check made by the attacker and gain a +8 bonus to their check due to the disturbance in the hide created by the attack.</p></blockquote><p></p>
[QUOTE="HeavenShallBurn, post: 3638959, member: 39593"] The RAW doesn't handle sniping very well, they emphasize melee combat. Probably because of the infrequency with which most campaigns ever spring a fight on open terrain at ranges of more than a hundred feet or so. If you want to make sniping more reasonable you have to do more than just add in a few house rules you need to adjust the way you handle encounters. It means you'll need to increase the range at which encounters begin and spread combatants out significantly. Move Silently and Hide skills become more important and this has to be shown to the players so they'll consider it a higher priority for their character's skill points even if it wouldn't normally be for their character class or concept. But for the house rules end there are a few things you can do. 1.) change Sneak Attack-by RAW its a melee optimized special attack ranged use is subpar. So you could extend the range to a single range increment from 30ft and have a feet chain dedicated to extending its range. Or you can eliminate the range limitation and reword it so that it only works when the target is unaware. Both have their down-sides. 2.) The problem with hiding and attacking, the RAW aren't very good that simple. A very simple house rule to fix it for ranged attacks is this. Ranged Attacks From Hiding: A character who has hidden may make a ranged attack, enemies must succeed on a spot check versus the result of the hide check made by the attacker and gain a +8 bonus to their check due to the disturbance in the hide created by the attack. [/QUOTE]
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