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General Tabletop Discussion
*Dungeons & Dragons
Range/Move Redux
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<blockquote data-quote="Leatherhead" data-source="post: 7112552" data-attributes="member: 53176"><p>Axe dwarves belong in the dungeon. If an axe dwarf is in an open field, they are screwed, which is why they always live underground in tunnels. </p><p></p><p>In order to make the axe dwarf "viable" in any situation outside of the dungeon, you would have to make ranged non-viable. And I mean that literally, there is no other solution. A bow using elf and an axe using dwarf cannot both exist as separate viable options in an open plain. </p><p></p><p>You can </p><ul> <li data-xf-list-type="ul"> Totally gut ranged damage to the point where it is pointless to fire a bow, in order to give melee time to get in striking range. (which only works if there is limited range to the encounter mind you)</li> <li data-xf-list-type="ul"> Bring back tower shields, granting total cover to melee units until they are within strike distance.</li> <li data-xf-list-type="ul"> Give ranged units paper thin defenses that will crumple whenever anything hurts them, and they will eventually be hurt because such a measure doesn't count if they can't bleed.</li> </ul><p></p><p>In a game where players controlled more than one unit, there are ways to tweak the numbers. But in a game like D&D, where one player controls one character, you are stuck with a paradox. To make the Axe Dwarf live, you must kill the Bow Elf.</p><p></p><p></p><p></p><p></p><p></p><p></p><p>Or you can avoid the problem by using dungeons.</p></blockquote><p></p>
[QUOTE="Leatherhead, post: 7112552, member: 53176"] Axe dwarves belong in the dungeon. If an axe dwarf is in an open field, they are screwed, which is why they always live underground in tunnels. In order to make the axe dwarf "viable" in any situation outside of the dungeon, you would have to make ranged non-viable. And I mean that literally, there is no other solution. A bow using elf and an axe using dwarf cannot both exist as separate viable options in an open plain. You can [LIST] [*] Totally gut ranged damage to the point where it is pointless to fire a bow, in order to give melee time to get in striking range. (which only works if there is limited range to the encounter mind you) [*] Bring back tower shields, granting total cover to melee units until they are within strike distance. [*] Give ranged units paper thin defenses that will crumple whenever anything hurts them, and they will eventually be hurt because such a measure doesn't count if they can't bleed. [/LIST] In a game where players controlled more than one unit, there are ways to tweak the numbers. But in a game like D&D, where one player controls one character, you are stuck with a paradox. To make the Axe Dwarf live, you must kill the Bow Elf. Or you can avoid the problem by using dungeons. [/QUOTE]
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