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Ranged party member keeps running off the map
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<blockquote data-quote="S'mon" data-source="post: 7113062" data-attributes="member: 463"><p>I think fantasy literature & movies tend to massively overrate archery, more even than the 5e ruleset. It's not the effectiveness of bows in terms of lethality that is a problem, it's the ability to backpedal while firing. In an open terrain situation this can give ridiculous results as per the OP. I've never seen a problem myself, not even in my 4e game which had somewhat similar rules and lots of archer Rangers. I think everyone in my group accepted that the combat rules are intended for battlemat-scale situations, not "off mat" stuff. Failure to grok that is probably why some groups seem to have issues with retreat & evasion also.</p><p></p><p>I do like the idea of "Bonus Action: Sprint" to double the speed of a straight-line Dash, if kiting ever does becomes an issue IMC I'll likely use that. As it stands, IMCs combat normally begins at ca 30'-60' range with line of sight around the 60' (forest) or 30' or less (dungeon). In theory dungeon archers might be able to shoot then run round the corner, but I don't see a lot of that in practice, except from Rogues maybe, and they deserve some breaks. Worse case for a melee monster is it has to double move to reach the archer on its turn, the archer then has to suck an opp att if it wants to get away. </p><p></p><p>BTW I find melee IMCs is dominated by Barbarian PCs, who absolutely have to be melee characters. They are over twice as tough as archer Fighters. Melee Fighter does seem pretty suboptimal.</p></blockquote><p></p>
[QUOTE="S'mon, post: 7113062, member: 463"] I think fantasy literature & movies tend to massively overrate archery, more even than the 5e ruleset. It's not the effectiveness of bows in terms of lethality that is a problem, it's the ability to backpedal while firing. In an open terrain situation this can give ridiculous results as per the OP. I've never seen a problem myself, not even in my 4e game which had somewhat similar rules and lots of archer Rangers. I think everyone in my group accepted that the combat rules are intended for battlemat-scale situations, not "off mat" stuff. Failure to grok that is probably why some groups seem to have issues with retreat & evasion also. I do like the idea of "Bonus Action: Sprint" to double the speed of a straight-line Dash, if kiting ever does becomes an issue IMC I'll likely use that. As it stands, IMCs combat normally begins at ca 30'-60' range with line of sight around the 60' (forest) or 30' or less (dungeon). In theory dungeon archers might be able to shoot then run round the corner, but I don't see a lot of that in practice, except from Rogues maybe, and they deserve some breaks. Worse case for a melee monster is it has to double move to reach the archer on its turn, the archer then has to suck an opp att if it wants to get away. BTW I find melee IMCs is dominated by Barbarian PCs, who absolutely have to be melee characters. They are over twice as tough as archer Fighters. Melee Fighter does seem pretty suboptimal. [/QUOTE]
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