Dort Onion wrote:
City Guard - str 13, dex 11 (min for both weapons) all other stats NPC average (13 for int, siz, 10.5 for rest)
-Longbow - 1 attack per round for 2d8 damage (other action spent reloading)
-Great sword - 2 attacks per round for 2d8 +1d2 damage.
So the same bloke is doing 9 (longbow) or 21 (great sword) damage per round - and you think the longbow is overpowered??
We'll try again
Hero - all stats 16 vs. Plate Armour
-Longbow - 1.5 attacks per round for 2d8 damage
-Great Sword - 3 attacks per round for 2d8+1d4
Longbow 4.97 damage per round
Great Sword - 16.32 damage per round
What the problem?
You're ignoring a critical issue here. In melee, the opponent has far more options for defense then he does at range. Additionally, while in melee he can fight back. Damage at range when the other guy can't hit me back is automatically better then damage at melee when I'm being attacked as well.
Ranged weapons are less likely to be the "insta-takedown" then they were before, but then all damage effects are less immediate in MRQ then they were in earlier versions of the game. No real difference. The biggest change to missile weapons seem to be that they are less of a random factor. In RQ3, you tended to ignore normal hits from arrows, and get slaughtered by impales and crits. In MRQ, arrows will tend to represent a steady amount of damage taken. Honestly, I think the older system was more accurate. As several people have pointed out, arrows against armor tends to be an all or nothing thing. You get a straight on hit and it penetrates deeply, or you get an arrow that bounces off the armor.
By doubling the base damage, and replacing the old impale/crit system with the max-damage crit system, the difference in potential between a normal hit and a crit is reduced significantly. For example:
RQ3 comp bow:
Regular hit: 1d8+1 damage. 5.5 average. Probably wont get through decent armor.
Impale: 1d8+1 doubled, 11 average. Will likely get 4-6 points through. Good chance of taking down a location.
Critical: 1d8+1 doubled, ignore armor. 11 average. No armor. Barring exceptionally poor rolll, will likely sever a location and incapacitate the target.
Regular hit: 2d8 damage. 9 average. Will likely get 3-5 points of damage through. Not as likely to take down a location though due to the changes in damage results. Still a significant improvement over a normal hit from RQ3.
Critical hit: 2d8 damage, maxed. 16 damage. Will get through. High probability of taking the location "down".
Interestingly enough. When you run the numbers, you'll see that a MRQ normal hit with a longbow is roughly equivalent in damage to an impale with a RQ3 comp bow. A MRQ critical (10%) is roughly equivalent to a RQ3 critical (5%). In both cases, the likely damage that'll hit the location is virtually identical, but more likely to occur in MRQ. The big difference is in how damage is handled.
And that's what makes it very hard to compare straight across. Damage is handled differently. I think that arrow fire will have more of a pincushion effect on opponents in MRQ, but that this wont affect the characters as much as it would in RQ3 (they'd die after a few hits). Hard to say in overall terms how this'll play until I actually get some time to play around with it a lot more.