Maybe shields should be better versus ranges attacks like they were in real life. Like a standard shield is +4 AC vs any ranged attack.
Though I also like making dash faster, too.
I ran into a similar issue while running RoT, and the supremacy of ranged combatants surprised everyone at the table, including the longbow-wielding Hunter/Assassin who tended to dominate combat.
In my games I've addressed the problem by:
- removing most combat-related feats (CE, SS, and GWM in particular) as I find that using feats massively tips the balance in favor of the PCs
- doubling the AC bonus for shields versus ranged attacks and adding in a +3 AC "large" shield
- making sure the terrain in any encounter is varied and that there are ways for melee combatants to close to melee w/o drawing too much fire
I do think that the 5e rules favor ranged combatants over melee, and if you want to emulate the heroic swordsmen of the fantasy genre you have to bring back the drawbacks of ranged combat that existed in prior editions - penalties to fire in melee, generous cover bonuses, etc. Even with the drawbacks, ranged combat still edges out melee, but the disparity isn't quite so glaring.
I have removed anyone style from dominating with encounter building I have all feats in play or allowed and we do rolled stats (I am old school on stats I hate point buy). Yet the players are not walking over encounters even with smart play and no one is dominating ranged or melee they have all shined or not shined in different ways and different battles
That's it for now. Thoughts?![]()
Tru dat, but we need to begin somewhereThe fix is insufficiently large to make melee attractive. If damage is always Str-based, but mobility is still king, then you might see ranged characters with a balance of Str and Dex, but you still won't see slow dwarves with axes.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.