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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="FormerlyHemlock" data-source="post: 9023374" data-attributes="member: 6787650"><p>A third way is to fix it with rules that do make sense. GURPS is overly generous to archers, but not as overgenerous as AD&D is and much less overgenerous than 5E.</p><p></p><p>Scenario: starting from 200 yards, a hobgoblin mook tries to hold the range open against a barbarian charging them at full speed, two-handed axe held high.</p><p></p><p>D&D 5E: hobgoblin gets one shot for every 50' of distance closed. (Barbarian Dashes 80', hobgoblin reclaims 30'.) That's nine shots at +3 with disadvantage against AC 16ish, plus three more shots without disadvantage. About 2.5 arrows will hit the barbarian (per hobgoblin). BTW this is perfectly fair and gameable in 5E, and a good way to make use of small numbers of mooks. (Even better if they shoot at wizards instead of barbarians.)</p><p></p><p>In Dungeon Fantasy RPG, that hobgoblin has a bow skill of 12ish, +3 for accuracy if he takes an extra turn to aim each shot. But he's got a -12 penalty to hit from 200 yards away! His chances of hitting are essentially zero until the barbarian closes to about 20 yards, reducing the penalty to -6. Unlike a 5E archer, he can't really move backwards while shooting, just a single 1 yard step per turn whereas the barb sprints 7 yards forward, and it takes four turns to reload, aim, and fire, so the barbarian gains 24 yards per shot (4 x (7-1) = 24). Essentially the bowman gets one shot at a 9 or lower on 3d6 (37% success rate) and maybe another at point blank range (close to 100% success rate before counting active defenses like dodging, which play roughly the same role that HP do in D&D so I'll ignore them here).</p><p></p><p>GURPS/DFRPG is overgenerous to archers, but it's still very difficult for non-superhuman archers to make use of their full maximum range (200-500 yards) because the penalties are so harsh. As a result, charging archers is not suicidal in DFRPG, even without magic. Unless they are superhuman, Legolas-class archers.</p><p></p><p>5.5E could impose high penalties as well as disadvantage on long-range aimed fire, and that would discourage it the same way, especially if kiting is made more difficult than in 5E.</p></blockquote><p></p>
[QUOTE="FormerlyHemlock, post: 9023374, member: 6787650"] A third way is to fix it with rules that do make sense. GURPS is overly generous to archers, but not as overgenerous as AD&D is and much less overgenerous than 5E. Scenario: starting from 200 yards, a hobgoblin mook tries to hold the range open against a barbarian charging them at full speed, two-handed axe held high. D&D 5E: hobgoblin gets one shot for every 50' of distance closed. (Barbarian Dashes 80', hobgoblin reclaims 30'.) That's nine shots at +3 with disadvantage against AC 16ish, plus three more shots without disadvantage. About 2.5 arrows will hit the barbarian (per hobgoblin). BTW this is perfectly fair and gameable in 5E, and a good way to make use of small numbers of mooks. (Even better if they shoot at wizards instead of barbarians.) In Dungeon Fantasy RPG, that hobgoblin has a bow skill of 12ish, +3 for accuracy if he takes an extra turn to aim each shot. But he's got a -12 penalty to hit from 200 yards away! His chances of hitting are essentially zero until the barbarian closes to about 20 yards, reducing the penalty to -6. Unlike a 5E archer, he can't really move backwards while shooting, just a single 1 yard step per turn whereas the barb sprints 7 yards forward, and it takes four turns to reload, aim, and fire, so the barbarian gains 24 yards per shot (4 x (7-1) = 24). Essentially the bowman gets one shot at a 9 or lower on 3d6 (37% success rate) and maybe another at point blank range (close to 100% success rate before counting active defenses like dodging, which play roughly the same role that HP do in D&D so I'll ignore them here). GURPS/DFRPG is overgenerous to archers, but it's still very difficult for non-superhuman archers to make use of their full maximum range (200-500 yards) because the penalties are so harsh. As a result, charging archers is not suicidal in DFRPG, even without magic. Unless they are superhuman, Legolas-class archers. 5.5E could impose high penalties as well as disadvantage on long-range aimed fire, and that would discourage it the same way, especially if kiting is made more difficult than in 5E. [/QUOTE]
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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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