Interesting thread.
HARP works on a very short round (2 seconds) and makes both bowfire and spellcasting take longer (drawing, nocking etc for bowfire; prep for spellcasting), which compensates for the reduced active defence against those attack modes (HARP, as a stripped-down version of Rolemaster, uses parrying rules for melee). Arguably balanced, but tending towards boring play for the archer/caster player.
Burning Wheel uses a different resolution system for archery skirmishes (Range and Cover) compared to melee (Fight!). Fight! also works on very short rounds, and so archery and a lot of spellcasting become less effective once melee breaks out.
The 4e approach seems fine balance-wise - ranged PCs tend to have weaker defences and hit points compared to melee PCs - although is a bit wonky from the verisimilitude perspective, with a ranger PC shooting 2 to 3 arrows per round, or 1 arrow per 2 to 3 seconds.
HARP works on a very short round (2 seconds) and makes both bowfire and spellcasting take longer (drawing, nocking etc for bowfire; prep for spellcasting), which compensates for the reduced active defence against those attack modes (HARP, as a stripped-down version of Rolemaster, uses parrying rules for melee). Arguably balanced, but tending towards boring play for the archer/caster player.
Burning Wheel uses a different resolution system for archery skirmishes (Range and Cover) compared to melee (Fight!). Fight! also works on very short rounds, and so archery and a lot of spellcasting become less effective once melee breaks out.
The 4e approach seems fine balance-wise - ranged PCs tend to have weaker defences and hit points compared to melee PCs - although is a bit wonky from the verisimilitude perspective, with a ranger PC shooting 2 to 3 arrows per round, or 1 arrow per 2 to 3 seconds.