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General Tabletop Discussion
*Dungeons & Dragons
Range/Move Redux
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<blockquote data-quote="FrogReaver" data-source="post: 7110862" data-attributes="member: 6795602"><p>I think you are right and the problem is the ranges. 300ft means the average enemy will take 5/6 turns to get to the archer. In a game where 4/5 turns is all the fights usually last that's a problem. If the archer is in the position to kite back as he fires then that 5/6 turns becomes 10-12 turns. </p><p></p><p>Even an archer 100ft away will cause an average monster to use 2 of its 4 turns just to get beside him (still not attacking him yet). If he kites back 30ft the monster will take 3 turns to get beside him but will be able to attack him on its 3rd turn. </p><p></p><p>When fights last 4 or 5 rounds having the archer be half the fight away is to much. (and that's just at 100ft away).</p><p></p><p>The world I envision is one where the archer typically has 1 turn to fire before monsters are upon him. And they attack him the second round. I don't think 5e rules allow this to happen and I think it would be very hard to get them to allow this to happen. I also think it needs to be easier to switch from a bow to a melee weapon. </p><p></p><p>The issue is that in 5e terms there is no range where an archer can be gotten to and attack on turn 2 that he could not be reached on turn 1. At least when considering enemies with movement equal to his.</p><p></p><p>Start him 60 ft away and the enemy wins initative its on top him. Start him 65 ft away and the archer wins initiative and shots then kits back 30 ft he's now 95 ft away. The enemy runs towards him 60ft. 35 ft away. The archer shoots and kites back again and is 65 ft away. The enemy still can't reach him and its been 2 full turns...</p><p></p><p>Similarly if they are 65 ft away and the enemy wins iniative then the enemy can get just outside melee range. The archer then moves back 30 ft and shoots. The enemy then runs up beside the archer and does nothing. In other words there's no point that the archer is guaranteed to get 1 shot off but is likewise guaranteed to still be hit on the 2nd turn. It can happen depending on initiative. </p><p></p><p><strong>Maybe we just need archers to not be able to move and shoot and have shorter max ranges. Nothing over 150 ft. Maybe nothing over 90 ft.</strong></p></blockquote><p></p>
[QUOTE="FrogReaver, post: 7110862, member: 6795602"] I think you are right and the problem is the ranges. 300ft means the average enemy will take 5/6 turns to get to the archer. In a game where 4/5 turns is all the fights usually last that's a problem. If the archer is in the position to kite back as he fires then that 5/6 turns becomes 10-12 turns. Even an archer 100ft away will cause an average monster to use 2 of its 4 turns just to get beside him (still not attacking him yet). If he kites back 30ft the monster will take 3 turns to get beside him but will be able to attack him on its 3rd turn. When fights last 4 or 5 rounds having the archer be half the fight away is to much. (and that's just at 100ft away). The world I envision is one where the archer typically has 1 turn to fire before monsters are upon him. And they attack him the second round. I don't think 5e rules allow this to happen and I think it would be very hard to get them to allow this to happen. I also think it needs to be easier to switch from a bow to a melee weapon. The issue is that in 5e terms there is no range where an archer can be gotten to and attack on turn 2 that he could not be reached on turn 1. At least when considering enemies with movement equal to his. Start him 60 ft away and the enemy wins initative its on top him. Start him 65 ft away and the archer wins initiative and shots then kits back 30 ft he's now 95 ft away. The enemy runs towards him 60ft. 35 ft away. The archer shoots and kites back again and is 65 ft away. The enemy still can't reach him and its been 2 full turns... Similarly if they are 65 ft away and the enemy wins iniative then the enemy can get just outside melee range. The archer then moves back 30 ft and shoots. The enemy then runs up beside the archer and does nothing. In other words there's no point that the archer is guaranteed to get 1 shot off but is likewise guaranteed to still be hit on the 2nd turn. It can happen depending on initiative. [B]Maybe we just need archers to not be able to move and shoot and have shorter max ranges. Nothing over 150 ft. Maybe nothing over 90 ft.[/B] [/QUOTE]
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