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there aren't enough slow Dwarves with Axes! ;)
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<blockquote data-quote="intently" data-source="post: 6957609" data-attributes="member: 6783980"><p>First off, RAW requires PCs to keep track of their ammunition. You may waive that rule (it's boring) but it's an important balancing factor.</p><p></p><p>Some tactics a DM can use to mitigate ranged PCs:</p><p></p><ul> <li data-xf-list-type="ul">Monsters position themselves to keep melee PCs between themselves and PC archers. This would give partial cover at least. No AoO if you don't leave melee range.</li> <li data-xf-list-type="ul">Enforce "interact with an object" free action rules. Don't let archers freely swap weapons, cast spells, etc.</li> <li data-xf-list-type="ul">Use Ready actions to snipe archers that duck in and out of cover</li> <li data-xf-list-type="ul">Similarly, force PCs to use the Ready action. This will limit your archers' ability to spread their multiple attacks across multiple targets. Have monsters duck in and out of total cover.</li> <li data-xf-list-type="ul">Use the Dodge action to advance monsters, and put a clock on the PCs that discourages infinite kiting (e.g., princess being lowered into lava). Clocks are just good practice anyway.</li> <li data-xf-list-type="ul">Use tower shields to provide total cover while advancing. This is completely RAW... a tower shield is just a big piece of wood.</li> <li data-xf-list-type="ul">Use fog cloud (1st level spell, create heavily obscured area, total cover, blindness), gust of wind (2nd level spell, arguably disadvantage on ranged attacks), or wind wall (3rd level, completely prevents ranged attacks) to hamper archers. Fog cloud is very low level and completely wrecks archers.</li> <li data-xf-list-type="ul">Use natural weather conditions. It's not always bright and sunny. Incorporating more weather will make your game more fun, anyway.</li> <li data-xf-list-type="ul">Combined arms. Some monsters use bows, armored mobs dodge and charge, skirmishers dash and flank. DPS mobs hide behind tanks. Casters have Shield spell.</li> </ul><p></p><p>Finally, a potential house rule: How about combining the Dodge and Dash actions? Then your melee mobs can approach, prevent kiting, and mitigate arrows at the same time. Maybe DodgeDash gives disadvantage to attacks against you, and increases movement speed by 50% (instead of 100%).</p></blockquote><p></p>
[QUOTE="intently, post: 6957609, member: 6783980"] First off, RAW requires PCs to keep track of their ammunition. You may waive that rule (it's boring) but it's an important balancing factor. Some tactics a DM can use to mitigate ranged PCs: [LIST] [*]Monsters position themselves to keep melee PCs between themselves and PC archers. This would give partial cover at least. No AoO if you don't leave melee range. [*]Enforce "interact with an object" free action rules. Don't let archers freely swap weapons, cast spells, etc. [*]Use Ready actions to snipe archers that duck in and out of cover [*]Similarly, force PCs to use the Ready action. This will limit your archers' ability to spread their multiple attacks across multiple targets. Have monsters duck in and out of total cover. [*]Use the Dodge action to advance monsters, and put a clock on the PCs that discourages infinite kiting (e.g., princess being lowered into lava). Clocks are just good practice anyway. [*]Use tower shields to provide total cover while advancing. This is completely RAW... a tower shield is just a big piece of wood. [*]Use fog cloud (1st level spell, create heavily obscured area, total cover, blindness), gust of wind (2nd level spell, arguably disadvantage on ranged attacks), or wind wall (3rd level, completely prevents ranged attacks) to hamper archers. Fog cloud is very low level and completely wrecks archers. [*]Use natural weather conditions. It's not always bright and sunny. Incorporating more weather will make your game more fun, anyway. [*]Combined arms. Some monsters use bows, armored mobs dodge and charge, skirmishers dash and flank. DPS mobs hide behind tanks. Casters have Shield spell. [/LIST] Finally, a potential house rule: How about combining the Dodge and Dash actions? Then your melee mobs can approach, prevent kiting, and mitigate arrows at the same time. Maybe DodgeDash gives disadvantage to attacks against you, and increases movement speed by 50% (instead of 100%). [/QUOTE]
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