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General Tabletop Discussion
*TTRPGs General
Implementation and balance of ranged weapons
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<blockquote data-quote="Andor" data-source="post: 6173811" data-attributes="member: 1879"><p>Ranged Weapons are only a problem when you are trying to cram your preferred playstyle down the players throats by configuring the machanics to favor the "Right" way to play. </p><p></p><p>If you ignore the spectre of badwrongfun then the problem goes away. </p><p></p><p>Honestly for most of history the decider between whether bows or spears would win any particular battle was the terrain. The French Chevalliers armour was pretty much proof against English longbows for example, but they lost anyway at Agincourt because they tried chargeing up 300 yards of muddy hill insteady of a slower advance though the woods. Earlier at Poitiers the archers couldn't harm the knights but instead killed their mounts, and the French fell to the English field fortifications and superior tactics. </p><p></p><p>I personally favor simulationist aesthetics in game design. I say let the game model the technology (including magic) you want the world to possess and let them persue it to it's logical ends.</p></blockquote><p></p>
[QUOTE="Andor, post: 6173811, member: 1879"] Ranged Weapons are only a problem when you are trying to cram your preferred playstyle down the players throats by configuring the machanics to favor the "Right" way to play. If you ignore the spectre of badwrongfun then the problem goes away. Honestly for most of history the decider between whether bows or spears would win any particular battle was the terrain. The French Chevalliers armour was pretty much proof against English longbows for example, but they lost anyway at Agincourt because they tried chargeing up 300 yards of muddy hill insteady of a slower advance though the woods. Earlier at Poitiers the archers couldn't harm the knights but instead killed their mounts, and the French fell to the English field fortifications and superior tactics. I personally favor simulationist aesthetics in game design. I say let the game model the technology (including magic) you want the world to possess and let them persue it to it's logical ends. [/QUOTE]
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Implementation and balance of ranged weapons
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