I mean this is all displayed in the real world were when guns became able to punch through armor, melee became a back up fighting style,
and when we gained the ability to fire more than once without reloading it all but vanished with the exception of stealth... then we made silencers, making range preferred all around unless your trying to save precious ammo.
It's time to reread the cover rules!No it doesn't.
Basic Rules: Cover said:Walls, trees, creatures, and other obstacles can provide cover during combat, making a target more difficult to harm. A target can benefit from cover only when an attack or other effect originates on the opposite side of the cover.
There are three degrees of cover. If a target is behind multiple sources of cover, only the most protective degree of cover applies; the degrees aren't added together. For example, if a target is behind a creature that gives half cover and a tree trunk that gives three-quarters cover, the target has three-quarters cover.
GWM works with PAM, and 1d10 PAM/GWM builds outperform 2d6 GWM builds in the same fashion that 1d6 SS/XBE outperforms 1d8 SS.
Comparing hand crossbow SS/XBE to solely GWM is fraudulent. You must compare it apples to apples with glaive/halberd GWM/PAM.
I know I am! And that's because Ranged builds get out of control if you do.Most DMs are awfully reluctant to throw around either magical hand crossbows or magical ammunition, let alone both.
That carry-in/carry-out decision is proving to be quite fun in my megadungeon. I'm most happy with the result of my rule tying food and water consumption directly to rests. Like, If the player can't tick off a ration he can't tick off any hit dice, either.Part of the challenge of the dungeon scenario in my view is the balance between what you carry in and what you carry out. To that end, Strength really matters, enough to see a shift in ranged to melee characters. And any solutions the players come up with to mitigate encumbrance are always quite creative and come with trade-offs (needing to protect hirelings holding their stuff, for example) and that's something I really like to have in my games.
Anecdotes, data, plural, etc., but last night we were fighting purple worms and my Gloomstalker archer pretty much won the fights while the melee acted like meat shields for him. The +2 from fighting style is huge.
A few things I would do to fix ranged
1. You should draw attacks of opportunity if you try to shoot an arrow within reach of an enemy
2. Ranged sneak attack should only be possible with Surprise or at very close range. Getting sneak attack from 100' against a medium sized target engaged in a sword fight with your ally is...ridiculous.
3. In general, ranged penalties should kick in at shorter ranges.
None of which would have reduced my ranger's effectiveness last night, of course.
I find ranged attacking is overrated.
First, let's assume you're using published adventures. Not everyone does of course, but it's one objective baseline to draw from, and we don't have sufficient data on homebrew campaigns to draw any objective data. That said:
1) Published adventures on average tend to emphasize dungeons, and in particular dungeons which do not offer the ability for everyone to stay outside of 30' from foes for very long without running into another room which is also occupied by foes.
2) Published adventures on average tend to emphasize magic weapons which are melee weapons, and in particular longswords. They also tend to have magic shields to be found in treasure. As the baseline of the game is that magic stores do not exist, the ability to use magic items you find is extremely helpful.
3) Given the commonality of dungeon settings, and the commonality that someone in the party will be melee and often several someones, cover comes into play. A target with half cover has a +2 bonus to AC and Dexterity saving throws, and those targets gain that half cover by being next to a creature, even if the creature is a friend.
4) Given the commonality of magical longswords and shields in published adventures, this tends to result in more frequent sword and board melee fighters. Which tends to lead to the Shield Mastery feat being used to knock foes down so that other melee combatants gain advantage against the foe and the foe cannot move as well...which also gives disadvantage to the ranged combatants.
5) Melee fighters tend to have better AC, since they can use plate armor and shield. AC will come into play regardless of your strategy - you will be attacked at some point, and your AC will be a target DC for the attack, and having higher AC will come into play in your game.
The overall effect I find to be, in practice, ranged attacking is at a slight disadvantage to melee attacking. And I emphasize in practice. I know in theory, with white room planning, ranged looks better on paper. But after years of experience in many games involving published adventures, I find in actual practice melee comes out slightly ahead.
Guns appeared due to ease of training. A couple of months versus decades for a longbowman. Also did not have the disadvantages of a crossbow as seen at Crecy. And guns were not able to "punch through armor" until well past the disuse of melee weapons.
Someone has watched too many Hollywood depictions of silencers. A silencer does not make a firearm silent. In general they reduce the noise such that you can fire one without hearing protection and risking damage to the ears. Basically a drop from about 160 decibels to 120 decibels -- still louder than a barking dog. Even a suppressed .20 caliber weapon is still above 100 decibels.