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there aren't enough slow Dwarves with Axes! ;)
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<blockquote data-quote="Saeviomagy" data-source="post: 6957223" data-attributes="member: 5890"><p>1. An archer never bothers to get out of melee, because the penalty for doing so (an AoO) is by default less than the penalty for shooting in melee. So step 1: make the penalty for shooting while in melee at least as bad as the penalty for leaving melee. Provoke an AoO.</p><p></p><p>2. The speed of a double move is a slow jog, and is a reasonable pace for marathon runners to sustain for distances measured in miles. The speed of a single move is a brisk walk. A sprint should be twice what the current double move is <em>for reasonably fit adults</em> and should scale upwards for legendary figures. FWIW, real world records hover around 180 feet/round for sprinting. So on top of the current dash, we need a sprint for 4 x base movement. If we want, we can make it favor the plate wearer by eliminating dex to ac.</p><p></p><p>3. Running fast shouldn't make melee attacks impossible, but it should make ranged attacks wildly inaccurate. In short, a character should be able to charge ~120 feet and make a melee attack at the end with no significant problems, while the archer should be sticking with his 30ft move if he wants to get his shots off. Certainly nothing should let you take a sprint while making ranged attacks.</p><p></p><p>There you have it. Even the 'slow' dwarf with an axe will be taking 100ft moves while still attacking, while his ranged opponents are stuck with lesser moves. Eventually a monk could out pace him while spending ki and making ranged attacks, which seems fair.</p><p></p><p>Incidentally, most animals (and therefore I would expect non-humanoid monsters) need their sprint to be x 6 in order to match their real world capabilities.</p><p></p><p>I also think the current "remove every possible disadvantage of ranged combat" portions of feats have to go.</p></blockquote><p></p>
[QUOTE="Saeviomagy, post: 6957223, member: 5890"] 1. An archer never bothers to get out of melee, because the penalty for doing so (an AoO) is by default less than the penalty for shooting in melee. So step 1: make the penalty for shooting while in melee at least as bad as the penalty for leaving melee. Provoke an AoO. 2. The speed of a double move is a slow jog, and is a reasonable pace for marathon runners to sustain for distances measured in miles. The speed of a single move is a brisk walk. A sprint should be twice what the current double move is [i]for reasonably fit adults[/i] and should scale upwards for legendary figures. FWIW, real world records hover around 180 feet/round for sprinting. So on top of the current dash, we need a sprint for 4 x base movement. If we want, we can make it favor the plate wearer by eliminating dex to ac. 3. Running fast shouldn't make melee attacks impossible, but it should make ranged attacks wildly inaccurate. In short, a character should be able to charge ~120 feet and make a melee attack at the end with no significant problems, while the archer should be sticking with his 30ft move if he wants to get his shots off. Certainly nothing should let you take a sprint while making ranged attacks. There you have it. Even the 'slow' dwarf with an axe will be taking 100ft moves while still attacking, while his ranged opponents are stuck with lesser moves. Eventually a monk could out pace him while spending ki and making ranged attacks, which seems fair. Incidentally, most animals (and therefore I would expect non-humanoid monsters) need their sprint to be x 6 in order to match their real world capabilities. I also think the current "remove every possible disadvantage of ranged combat" portions of feats have to go. [/QUOTE]
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