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<blockquote data-quote="GamerMan12" data-source="post: 980907" data-attributes="member: 1384"><p><strong>No game does archery right</strong></p><p></p><p>The problem with archery rules in nearly all games, RPGs, miniatures etc., is that if you made them realistic, then the devastation that a trained archer can do at real ranges with a good normal bow, let alone a magical one would be unbalanced, combats would be over not long after sighting the enemy.</p><p>And table top battles would be settled at sighting range</p><p></p><p>So all games face the problem of having to nerf the power of missiles to allow melee combat to be meaningful.</p><p></p><p>So in D&D games you end up where melees are more desirable than a missile combat. Whilst this may be more playable, it does suffer from being less believable.</p><p></p><p>I can play and DM games like this, but when you get a player determined to be a missile specialist in D&D this weakness is exposed.</p><p></p><p>From a playability point of view, in games where missile combat was mainly by NPCs</p><p>then 3.0 was fine. But when a player used all the rules then it was unbalanced. </p><p>I think they have gone a bit far with 3.5, but I will see what happens during play. I think I will have to bolster NPCs up in this area, give them magical bows and magical arrows to even up the fights.</p><p></p><p>GamerMan12</p></blockquote><p></p>
[QUOTE="GamerMan12, post: 980907, member: 1384"] [b]No game does archery right[/b] The problem with archery rules in nearly all games, RPGs, miniatures etc., is that if you made them realistic, then the devastation that a trained archer can do at real ranges with a good normal bow, let alone a magical one would be unbalanced, combats would be over not long after sighting the enemy. And table top battles would be settled at sighting range So all games face the problem of having to nerf the power of missiles to allow melee combat to be meaningful. So in D&D games you end up where melees are more desirable than a missile combat. Whilst this may be more playable, it does suffer from being less believable. I can play and DM games like this, but when you get a player determined to be a missile specialist in D&D this weakness is exposed. From a playability point of view, in games where missile combat was mainly by NPCs then 3.0 was fine. But when a player used all the rules then it was unbalanced. I think they have gone a bit far with 3.5, but I will see what happens during play. I think I will have to bolster NPCs up in this area, give them magical bows and magical arrows to even up the fights. GamerMan12 [/QUOTE]
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