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General Tabletop Discussion
*Dungeons & Dragons
Why is wotc still aiming for PCs with 10 *real word* feet of range? W/o vision range penalty/limit rules for the GM?
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<blockquote data-quote="Willie the Duck" data-source="post: 9011131" data-attributes="member: 6799660"><p>It's going to depend on how you (/ your DM) envisions the wilds/overland, and how close one hews to IRL situations. Most medieval travel would be via roadways along farm fields and similar (since that's where the roads existed, and they took you to the IRL interesting places), but lots of fantasy travel might be across this relatively untraveled stretch to an abandoned temple or the like, and in that situation you might be traipsing over unkept grass (which could be waist or chest level), and up and down the topography that even plains have. It's possible that one could readily duck down and be hard to pinpoint, making melee much more tempting (of course this also would make moving to get to melee a lot harder, so it could be a wash).</p><p></p><p>That said, this is generally right, and people have the right of it. Ranged weapons have some serious advantages; with a lot of the disadvantages -- have to be strung/unstrung, are vulnerable in melee, hard to go cross country or in forests with bows, bowstrings have problems in the rain, harder than just increased encumbrance to carry large amounts of arrows, there were lots of times in the arms-armor race when armor was in ascendance and melee weapons had the solution instead of bows, harder to train someone to be a great archer than other martial roles -- things that are past the granularity of a game system or that are unfun to play. Mind you, in real life like TTRPGs, there's a lot of situations where hostilities commence well within ranged weapons zone of clear superiority; and the situations where they are (such as battlefields), there are strategies like advancing behind shield walls or mantlets specifically because charging through many seconds of arrow volleys is such a problem.</p></blockquote><p></p>
[QUOTE="Willie the Duck, post: 9011131, member: 6799660"] It's going to depend on how you (/ your DM) envisions the wilds/overland, and how close one hews to IRL situations. Most medieval travel would be via roadways along farm fields and similar (since that's where the roads existed, and they took you to the IRL interesting places), but lots of fantasy travel might be across this relatively untraveled stretch to an abandoned temple or the like, and in that situation you might be traipsing over unkept grass (which could be waist or chest level), and up and down the topography that even plains have. It's possible that one could readily duck down and be hard to pinpoint, making melee much more tempting (of course this also would make moving to get to melee a lot harder, so it could be a wash). That said, this is generally right, and people have the right of it. Ranged weapons have some serious advantages; with a lot of the disadvantages -- have to be strung/unstrung, are vulnerable in melee, hard to go cross country or in forests with bows, bowstrings have problems in the rain, harder than just increased encumbrance to carry large amounts of arrows, there were lots of times in the arms-armor race when armor was in ascendance and melee weapons had the solution instead of bows, harder to train someone to be a great archer than other martial roles -- things that are past the granularity of a game system or that are unfun to play. Mind you, in real life like TTRPGs, there's a lot of situations where hostilities commence well within ranged weapons zone of clear superiority; and the situations where they are (such as battlefields), there are strategies like advancing behind shield walls or mantlets specifically because charging through many seconds of arrow volleys is such a problem. [/QUOTE]
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Community
General Tabletop Discussion
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Why is wotc still aiming for PCs with 10 *real word* feet of range? W/o vision range penalty/limit rules for the GM?
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