Clovenhoof
Mongoose
Ranged Combat Rules - revisited
Why? -- because Ranged Combat is not really effective in Conan, and burning a lot of feats for getting a few shots in before melee starts is hardly worth the while.
Besides, the rules for weapon classification are in no way realistic. For example, if you can shoot one type of medieval bow, you can shoot any other type as well, and longbows are very well suited for long range combat.
So I am trying to make ranged combat more effective, and at the same time more realistic WITHOUT making it more complicated.
How?
Changes to Projectile Weapons:
Sling: Martial Weapon. Requires one hand to shoot. Requires a Free Action to reload. (Historically, slingers were reputed for firing faster than archers.) Full Strength bonus applies.
Damage: d8 for leaden bullets, d6 for rocks of appropriate size.
Crossbows: Simple Weapons. You point them at the target and pull the trigger. Require both hands to shoot and a Full Round Action to reload.
Bows: Martial Weapons. Bow type determines only base damage and range increment, provided it is used to shoot an arrow of matching weight. Typically, Longbows have lower damage but reach further then Recurve bows. Crit rating and Armour Piercing depends on arrowhead, which can also modify the range.
Hunting Bow
This relatively short bow is useful for the hunt, and as such typically used at point blank range. It is easy to transport and relatively robust. It does not suffer from moisture as long as bow and string are kept well oiled and waxed. A variation of the hunting bow is also used in war by many races.
Martial Weapon. d10 Damage, 80ft range increment
Reflex Bow
This very short bow is made from laminated horn and sinew, and packs a very powerful punch, but is somewhat inaccurate at long ranges. Due to its construction, it must be kept dry or it will fail.
Martial Weapon. d12 Damage. 100ft range increment
Longbow
This man-sized bow is more accurate and potent than the hunting bow, and equally robust and unsusceptible to moisture. However, due to its large size it is rather unwieldy and can be uncomfortable to transport.
Martial Weapon. d10 Damage. 120ft range increment.
Arrows: each bow requires arrows specifically made for its strength rating and draw length.
Arrows that are made for a lower strength rating - i.e. thinner, lighter shafts - may shatter upon release, and the bow may also take damage. Successfully launched arrows are also less accurate.
Heavier arrows do not damage the bow, but decrease the range increment by 10ft per Strength point difference, and apply an additional -1 penalty for every range increment beyond the first.
Note: these rules should not be actively _used_ mechanically, the message simply should be: DON'T use arrows not made for your bow.
Arrowheads: there are different types, each dedicated to a specific purpose. Historically, there are several hundred different shapes, but most of them fit into one of these categories:
- "Standard" describes a variety of metal arrowheads that are about half an inch wide at the widest point, and effective against small game and lightly armoured opponents.
- "Broadhead" is a dedicated hunting tip, a razor-sharp, inch-wide triangular blade that tears terrible wounds. It can penetrate thick hide but is not very effective against metal armour.
- "Bodkin" is a long, slender arrowhead of hardened steel, designed specifically to pierce even heavy armour. Due to the small cross section, it does not cause as severe wounds as a winged or flanged arrowhead.
Broadhead, crit 18-20/x2, AP 1**
Generic, crit 19-20/x2, AP 3**
Bodkin, crit x3, AP 6**
** AP drops by 1 at every full range increment.
So much for equipment -- now for mechanics:
Feats:
Ranged Combat basically needs a lot of feats and still isn't very effective, because it is very difficult to reach the massive damage threshold.
Let's look at the feat chains and then see how they can be altered:
Point Blank Shot
-Far Shot
-Precise Shot
--Improved Precise Shot
--Ranged Finesse
-Rapid Shot
Point Blank Shot
Current: +1 at <30ft
It's okay as a prereq feat.
Far Shot
Current: increase range increment
This can stay as it is.
Precise Shot
Current: ignore -4 penalty when firing into a melee
Proposal: permit Ranged Finesse (see below)
Ranged Finesse
Current: totally useless feat
Change: not a feat anymore. Any character with Precise Shot will automatically attempt Finesse attacks. If his attack roll exceeds the target's Defense+DR, the entire DR is ignored. If the attack roll just hits, Armour Piercing rules apply as usual.
Improved Precise Shot
Current: ignore anything but total cover.
Evaluation: essentially, this feat means you can hit a Diminutive (+4) or even Fine (+8 ) target as if it was a Medium sized target. Thus, it should also be no problem to hit a very small vulnerable spot of an armoured opponent.
Proposal: Improved Precise Shot allows you to ignore cover as usual, and if the target does not have cover, you may ignore its DR instead.
Rapid Shot
Current: one extra attack, all attacks are at -2 penalty.
Evaluation: in D&D, this is the equivalent to Two-Weapon Fighting. In Conan, TWF does not incur a -2 penalty if the off-hand weapon is light.
Proposal: grant one extra attack at full attack bonus and no penalty at all.
Ranged Attack Penalties, Moving Targets etc.
- The standard range penalty of -2 per range increment applies.
- hitting a target moving at an angle relative to the arrow's flight path incurs a cumulative -2 penalty for every 30' the target moves that round.
- Since arrows are well visible in flight, a target creature that is aware of the attack may drop prone to gain a +4 dodge bonus IF the archer is at least one full range increment away at the time of the attack. (The arrow is too fast to react in time at shorter ranges, though normal Dodge Defense applies)
Balance Check
Now with these changes, ranged combat should become somewhat more potent. Let's check the new situation:
- Ranged Combat now becomes feasible for more characters, not just for certain races or the Barbarian and Soldier classes.
- It is also much easier to bypass armour now. With just two feats you have the chance to ignore DR for any shot if you roll well enough.
- if you accept the Improved Precise Shot change, you can even ignore any armour by default -- it's basically just a stringent exploitation of the feat. Though Plate Armour with Great Helm should not be bypassed that easily. All in all, I just don't like how the feat works to begin with.
- With the new Arrowheads, you should be able to score a lot of crits, especially in combination with Improved Critical. That way, you should be able to cause Massive Damage a lot more often, which should end the pincushion syndrome.
- If you think bypassing DR is too easy now, keep in mind there is no such thing as Power Attack for Ranged Weapons, and a normal hit adds only 1x Str, instead of 1,5x for Two-Handed melee weapons, so Ranged damage will always be more limited than Melee damage.
However, here is an alternative that may also be worth considering:
Feat: Called Shot
As the ranged equivalent to Power Attack, you can take a particularly risky shot, and get a +1 damage bonus for each -1 Attack penalty you take, up to your BAB. This is not compatible with Ranged Finesse. Normal AP rules apply. If you fail your attack roll, you miss completely.
Note: I like Ranged Finesse better than this variant.
Impact on Tactics
Before, you may have felt inclined to just ignore an enemy archer and go for the "dangerous guys" first. Now the archer IS a dangerous guy. There now may be a greater need for manoeuvres like Overrun, order to take out the archer(s).
A double move covers 60ft in one round. Don't head straight for the archer but zig-zag a bit, so the archer takes a -4 penalty to his shots (see "moving targets"). RUNning, on the other hand, does leave you flat-footed, but since the attacker gets a total -8 penalty if you move at an angle, it may be worth it, especially for low-levels.
Also, the Fleet-Footed feat may gain more popularity.
Alright, that's as far as I got. Thoughts and feedback?
Why? -- because Ranged Combat is not really effective in Conan, and burning a lot of feats for getting a few shots in before melee starts is hardly worth the while.
Besides, the rules for weapon classification are in no way realistic. For example, if you can shoot one type of medieval bow, you can shoot any other type as well, and longbows are very well suited for long range combat.
So I am trying to make ranged combat more effective, and at the same time more realistic WITHOUT making it more complicated.
How?
Changes to Projectile Weapons:
Sling: Martial Weapon. Requires one hand to shoot. Requires a Free Action to reload. (Historically, slingers were reputed for firing faster than archers.) Full Strength bonus applies.
Damage: d8 for leaden bullets, d6 for rocks of appropriate size.
Crossbows: Simple Weapons. You point them at the target and pull the trigger. Require both hands to shoot and a Full Round Action to reload.
Bows: Martial Weapons. Bow type determines only base damage and range increment, provided it is used to shoot an arrow of matching weight. Typically, Longbows have lower damage but reach further then Recurve bows. Crit rating and Armour Piercing depends on arrowhead, which can also modify the range.
Hunting Bow
This relatively short bow is useful for the hunt, and as such typically used at point blank range. It is easy to transport and relatively robust. It does not suffer from moisture as long as bow and string are kept well oiled and waxed. A variation of the hunting bow is also used in war by many races.
Martial Weapon. d10 Damage, 80ft range increment
Reflex Bow
This very short bow is made from laminated horn and sinew, and packs a very powerful punch, but is somewhat inaccurate at long ranges. Due to its construction, it must be kept dry or it will fail.
Martial Weapon. d12 Damage. 100ft range increment
Longbow
This man-sized bow is more accurate and potent than the hunting bow, and equally robust and unsusceptible to moisture. However, due to its large size it is rather unwieldy and can be uncomfortable to transport.
Martial Weapon. d10 Damage. 120ft range increment.
Arrows: each bow requires arrows specifically made for its strength rating and draw length.
Arrows that are made for a lower strength rating - i.e. thinner, lighter shafts - may shatter upon release, and the bow may also take damage. Successfully launched arrows are also less accurate.
Heavier arrows do not damage the bow, but decrease the range increment by 10ft per Strength point difference, and apply an additional -1 penalty for every range increment beyond the first.
Note: these rules should not be actively _used_ mechanically, the message simply should be: DON'T use arrows not made for your bow.
Arrowheads: there are different types, each dedicated to a specific purpose. Historically, there are several hundred different shapes, but most of them fit into one of these categories:
- "Standard" describes a variety of metal arrowheads that are about half an inch wide at the widest point, and effective against small game and lightly armoured opponents.
- "Broadhead" is a dedicated hunting tip, a razor-sharp, inch-wide triangular blade that tears terrible wounds. It can penetrate thick hide but is not very effective against metal armour.
- "Bodkin" is a long, slender arrowhead of hardened steel, designed specifically to pierce even heavy armour. Due to the small cross section, it does not cause as severe wounds as a winged or flanged arrowhead.
Broadhead, crit 18-20/x2, AP 1**
Generic, crit 19-20/x2, AP 3**
Bodkin, crit x3, AP 6**
** AP drops by 1 at every full range increment.
So much for equipment -- now for mechanics:
Feats:
Ranged Combat basically needs a lot of feats and still isn't very effective, because it is very difficult to reach the massive damage threshold.
Let's look at the feat chains and then see how they can be altered:
Point Blank Shot
-Far Shot
-Precise Shot
--Improved Precise Shot
--Ranged Finesse
-Rapid Shot
Point Blank Shot
Current: +1 at <30ft
It's okay as a prereq feat.
Far Shot
Current: increase range increment
This can stay as it is.
Precise Shot
Current: ignore -4 penalty when firing into a melee
Proposal: permit Ranged Finesse (see below)
Ranged Finesse
Current: totally useless feat
Change: not a feat anymore. Any character with Precise Shot will automatically attempt Finesse attacks. If his attack roll exceeds the target's Defense+DR, the entire DR is ignored. If the attack roll just hits, Armour Piercing rules apply as usual.
Improved Precise Shot
Current: ignore anything but total cover.
Evaluation: essentially, this feat means you can hit a Diminutive (+4) or even Fine (+8 ) target as if it was a Medium sized target. Thus, it should also be no problem to hit a very small vulnerable spot of an armoured opponent.
Proposal: Improved Precise Shot allows you to ignore cover as usual, and if the target does not have cover, you may ignore its DR instead.
Rapid Shot
Current: one extra attack, all attacks are at -2 penalty.
Evaluation: in D&D, this is the equivalent to Two-Weapon Fighting. In Conan, TWF does not incur a -2 penalty if the off-hand weapon is light.
Proposal: grant one extra attack at full attack bonus and no penalty at all.
Ranged Attack Penalties, Moving Targets etc.
- The standard range penalty of -2 per range increment applies.
- hitting a target moving at an angle relative to the arrow's flight path incurs a cumulative -2 penalty for every 30' the target moves that round.
- Since arrows are well visible in flight, a target creature that is aware of the attack may drop prone to gain a +4 dodge bonus IF the archer is at least one full range increment away at the time of the attack. (The arrow is too fast to react in time at shorter ranges, though normal Dodge Defense applies)
Balance Check
Now with these changes, ranged combat should become somewhat more potent. Let's check the new situation:
- Ranged Combat now becomes feasible for more characters, not just for certain races or the Barbarian and Soldier classes.
- It is also much easier to bypass armour now. With just two feats you have the chance to ignore DR for any shot if you roll well enough.
- if you accept the Improved Precise Shot change, you can even ignore any armour by default -- it's basically just a stringent exploitation of the feat. Though Plate Armour with Great Helm should not be bypassed that easily. All in all, I just don't like how the feat works to begin with.
- With the new Arrowheads, you should be able to score a lot of crits, especially in combination with Improved Critical. That way, you should be able to cause Massive Damage a lot more often, which should end the pincushion syndrome.
- If you think bypassing DR is too easy now, keep in mind there is no such thing as Power Attack for Ranged Weapons, and a normal hit adds only 1x Str, instead of 1,5x for Two-Handed melee weapons, so Ranged damage will always be more limited than Melee damage.
However, here is an alternative that may also be worth considering:
Feat: Called Shot
As the ranged equivalent to Power Attack, you can take a particularly risky shot, and get a +1 damage bonus for each -1 Attack penalty you take, up to your BAB. This is not compatible with Ranged Finesse. Normal AP rules apply. If you fail your attack roll, you miss completely.
Note: I like Ranged Finesse better than this variant.
Impact on Tactics
Before, you may have felt inclined to just ignore an enemy archer and go for the "dangerous guys" first. Now the archer IS a dangerous guy. There now may be a greater need for manoeuvres like Overrun, order to take out the archer(s).
A double move covers 60ft in one round. Don't head straight for the archer but zig-zag a bit, so the archer takes a -4 penalty to his shots (see "moving targets"). RUNning, on the other hand, does leave you flat-footed, but since the attacker gets a total -8 penalty if you move at an angle, it may be worth it, especially for low-levels.
Also, the Fleet-Footed feat may gain more popularity.
Alright, that's as far as I got. Thoughts and feedback?