Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*TTRPGs General
Implementation and balance of ranged weapons
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Derren" data-source="post: 6173801" data-attributes="member: 2518"><p>Ranged weapons are very often a problem in RPGs (and I do not mean the supposed armor penetration ability of early firearms against medieval/renaissance armor).</p><p></p><p>In RPGs where melee weapons are also heavily used they have to balanced them with ranged weapons. This often means that ranges weapons have quite a short range (after all, it is not fun for melee characters to fight against ranged enemies they can't reach or having the ranged characters kill all enemies before the melee characters can engage) and also either do less damage than melee weapons and/or are at a disadvantage when in melee. If that is not the case, why use melee weapons at all?</p><p>This disadvantage in melee raises a other issue. The balance between damage and HP. Ranged weapons gain their power from being able to kill enemies at range before they can harm you (unless they also have ranged weapons). But in systems with HP inflation this is most of the time impossible. The enemies have so much health that you can't kill them before they engage in melee, negating most advantages ranged weapons have.</p><p></p><p>Ranged weapons also have a other issue apart from that. You no not need to move much, if at all when having a ranged weapon. At any point you can attack an enemy, no matter where he is. So you need a very good reason why you should do something else than attacking. Sure, one round is spend getting to cover, if the system gives a large enough bonus for it, but after that you are just trading shots with the enemy. You can try to flank, but here the system needs to balance the power of cover and the need to flanking. If cover is too strong then fights where it is not possible to flank take forever. If it is too weak then there is no point in flanking instead of doing damage.</p><p></p><p>A perfect balance is hard, if not impossible to do. So where is your preference, and for which type of setting?</p><p>Ranged weapons with a long range which might make it hard for melee characters to get into combat when used at maximum range or short range weapons which negates much of their advantage over melee weapons?</p><p>Ranged weapons which can kill enemies before they can engage or weapons which can only tickle the enemy before it becomes a melee combat?</p><p>Ranged combat where you are standing your ground and shoot at an enemy till someone drops dead or combat where there is no much point in attacking unless you can somehow flank the enemy?</p></blockquote><p></p>
[QUOTE="Derren, post: 6173801, member: 2518"] Ranged weapons are very often a problem in RPGs (and I do not mean the supposed armor penetration ability of early firearms against medieval/renaissance armor). In RPGs where melee weapons are also heavily used they have to balanced them with ranged weapons. This often means that ranges weapons have quite a short range (after all, it is not fun for melee characters to fight against ranged enemies they can't reach or having the ranged characters kill all enemies before the melee characters can engage) and also either do less damage than melee weapons and/or are at a disadvantage when in melee. If that is not the case, why use melee weapons at all? This disadvantage in melee raises a other issue. The balance between damage and HP. Ranged weapons gain their power from being able to kill enemies at range before they can harm you (unless they also have ranged weapons). But in systems with HP inflation this is most of the time impossible. The enemies have so much health that you can't kill them before they engage in melee, negating most advantages ranged weapons have. Ranged weapons also have a other issue apart from that. You no not need to move much, if at all when having a ranged weapon. At any point you can attack an enemy, no matter where he is. So you need a very good reason why you should do something else than attacking. Sure, one round is spend getting to cover, if the system gives a large enough bonus for it, but after that you are just trading shots with the enemy. You can try to flank, but here the system needs to balance the power of cover and the need to flanking. If cover is too strong then fights where it is not possible to flank take forever. If it is too weak then there is no point in flanking instead of doing damage. A perfect balance is hard, if not impossible to do. So where is your preference, and for which type of setting? Ranged weapons with a long range which might make it hard for melee characters to get into combat when used at maximum range or short range weapons which negates much of their advantage over melee weapons? Ranged weapons which can kill enemies before they can engage or weapons which can only tickle the enemy before it becomes a melee combat? Ranged combat where you are standing your ground and shoot at an enemy till someone drops dead or combat where there is no much point in attacking unless you can somehow flank the enemy? [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Implementation and balance of ranged weapons
Top