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D&D 5E Ranged party member keeps running off the map


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Gwarok

Explorer
Generally, do nothing special. It isn't you versus the PCs - it is the PCs in a good story. This heroic ability to attack from a great distance is something they wrote into their character's story.

This PC spent resources to be able to attack from a great distance. That sounds like fun to them. They invested in it. Give them the benefit of it on a regular basis. There will be natural situations in which they don't want to use it (too much total cover from obstructions, being in tight spaces with a lot of turns, etc...) and there will be times when they run into trouble because their actions run into other encounters or into late additions to the combat coming from the rear - but don't tweak the game to invalidate the resource in which they invested. Instead, highlight how unusual and awesome it is that they can attack from so far. Have enemy archers that are attacking him at disadvantage which he attacks without penalty.

Of course, every once in a while a monster will be well situated to take him on. There are demons that can dimension door right up in his grill and take him on head to head when the rest of the party is rounds away. That adds a different drama to the mix. Play those up when they arise - but don't feel the need to intentionally set them up.

Couldn't agree more with all of that. I bet you're a great DM.
 

Eltab

Lord of the Hidden Layer
They got sharpshooter feat and a artificer(gunsmith) rifle. Every single fight they use their movement to get further and further and further away to the point where I sometimes run out of map... Plus, they get so far away that no enemy can reach them and they end up not really getting damaged at all.

I've thought about having random monsters pop out since they get so far... what else can I do?
A Wood Elf with a Longbow can both run and shoot.

Don't just pop this on his character because you're an annoyed DM.
Introduce a BBEG and an Organization. Somebody sees the PCs in a fight, notices this happen, and runs back to tell the Boss. The Boss plans appropriately, collects his hired specialist(s), and gives them instructions.
Next time the PC splits the party, the Wood Elf pursues him.

Other ways to put a damper on the behavior:
- place ambushes in the woods
- enemies lurk around corners
- dungeon of 10'x10' rooms.
These don't punish anybody, it's things that happen to Adventuring Groups all the time.
 

nswanson27

First Post
You don't need the Strength if you're a dwarf.

. . . or if, like my gnome battlemaster just did, you procure a pair of boots of striding and springing. Now I just need enough gold to buy some platemail.


Which, by the way, brings up a small sideways point - not all melee fighters wear heavy armor. Especially those in a world dominated by rapiers, and an archer is going to be just as durable as them.

If you choose dwarf and assume a magic item, that has to be compared to what you get with another race with a magic item. You're still making a tradeoff.
An archer will not be as durable in melee with non-plate as someone with plate and a shield. I would need to see an exact build to be convinced otherwise.
 

Caliban

Rules Monkey
If you choose dwarf and assume a magic item, that has to be compared to what you get with another race with a magic item. You're still making a tradeoff.
An archer will not be as durable in melee with non-plate as someone with plate and a shield. I would need to see an exact build to be convinced otherwise.

Fighter 8 (Eldritch Knight)

Dex 20
Feat: Crossbow Expert (plus sharpshooter if human)

AC: 18 base (mage armor = 13 +5 from Dex) or 23 with the shield spell as needed.

If they get bracers of defense, that ups it to 20 base, 25 with shield.

There are others, but that is one I'm playing right now in Adventure League.
 

nswanson27

First Post
Fighter 8 (Eldritch Knight)

Dex 20
Feat: Crossbow Expert (plus sharpshooter if human)

AC: 18 base (mage armor = 13 +5 from Dex) or 23 with the shield spell as needed.

If they get bracers of defense, that ups it to 20 base, 25 with shield.

There are others, but that is one I'm playing right now in Adventure League.

Fighter 8 (Eldritch Knight)

Str 20
Feat: Shield Bash (advantage on all attacks ~50% of the time, as well as for other melee attackers in group), plus heavy armor master (negates a lot of damage) if human

AC: 20 base (heavy armor + shield) or 25 with shield spell as needed.

If they get +2 shield, that ups it to 22 base, 27 with shield (spell).

Then there's greenflame blade (2x per turn) if they want to pump out more damage if they want something other than shield bash as a feat.
 
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Caliban

Rules Monkey
That is a difference of 2 AC. A duel wielding fighter would be right between them if they take the dual wielder feat that gives +1 AC. A great weapon wielder would also be down 2 AC (assuming they eventually get +2 armor instead of a +2 shield or bracers of armor.)

So:

Giving up a point of AC for an bonus action attack (dual wielder)

Giving up 2 points of AC gives you a bonus action attack and the option of attacking at range with full effectiveness (crossbow expert)

Giving up 2 points of AC gives you higher average damage (Great Weapon Master + Great Weapon style)

So going ranged build in melee makes you slightly less durable (in terms of AC) than a sword and shield - but so does every other option that isn't sword and shield.

And unless you are a sorcerer, you are only doing Greenflame Blade once per turn, not twice.
 
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nswanson27

First Post
That is a difference of 2 AC. A duel wielding fighter would be right between them if they take the dual wielder feat that gives +1 AC. A great weapon wielder would also be down 2 AC (assuming they eventually get +2 armor instead of a +2 shield or bracers of armor.)

So:

Giving up a point of AC for an bonus action attack (dual wielder)

Giving up 2 points of AC gives you a bonus action attack and the option of attacking at range with full effectiveness (crossbow expert)

Giving up 2 points of AC gives you higher average damage (Great Weapon Master + Great Weapon style)

So going ranged build in melee makes you slightly less durable (in terms of AC) than a sword and shield - but do does every other option that isn't sword and shield.

And unless you are a sorcerer, you are only doing Greenflame Blade once per turn, not twice.

Eldrich fighter level 7 ability allows you to cast greenflame blade twice per turn with a shield.

EDIT: Might be GFB + attack - don't have PHB in front of me atm.
 
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Caliban

Rules Monkey
Eldrich fighter level 7 ability allows you to cast greenflame blade twice per turn.

EDIT: Might be GFB + attack - don't have PBB in front of me atm.

It's cast a cantrip (GFB in this case) and then a bonus action weapon attack. Since GFB is a spell and has a casting time of 1 action, you can't use it in place of the bonus action weapon attack. (Unless you are a sorcerer and use quicken spell - but that's a whole different discussion.)
 

nswanson27

First Post
It's cast a cantrip (GFB in this case) and then a bonus action weapon attack. Since GFB is a spell and has a casting time of 1 action, you can't use it in place of the bonus action weapon attack. (Unless you are a sorcerer and use quicken spell - but that's a whole different discussion.)

So action is GFB. Bonus action is normal weapon attack. That was what I was trying to say.
 
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