Ranged Combat has positioning. It has more positioning than Melee Combat, because there's space between the combatants. In Melee Combat, once you've gotten to point blank range there's nothing left to do except disengage or continue hammering away at each other. In ranged combat, there's cover and high ground and shit. Characters are incentivized to care about the terrain after and during periods when they are casting spells or shooting arrows at each other. In ranged combat, people even create terrain, making fogs and webs and woods and walls to limit the opponents' ability to engage, disengage, or fire back.K wrote:That's pretty wrong. Melee combat has positioning, which is interesting because it is always changing and greatly affects combat.
There's just a lot more stuff in between two characters when they are 100 meters apart than when they are 1 meter apart. That's not negotiable. That's just factually true. Line of Sight and terrain and shit is just a lot more interesting and tactically relevant in ranged combat than in melee combat in, for example, Necromunda. Or just about any tabletop game for that matter.
Long ranged terrain often gets abstracted away in D&D because long range is bigger than most battle mats. But the fact that it isn't at all obvious how you'd represent 500+ meters worth of light woods doesn't mean such a thing wouldn't be interesting and important.
This is an example extremely specific to a short level range in 3rd edition D&D. That shit doesn't make any difference at 2nd level or in 2nd edition. Nor does it make any difference in 1st, 4th, or 5th edition. Nor do you particularly care at 13th level, when everyone in 3rd edition either has some form of Pounce or you stopped caring about their melee damage output a long ass time ago.K wrote:In melee combat, preventing others from getting full attacks by forcing them to make a move and an attack instead of a full is a big deal.
Those are obviously things that matter - and matter more - in Ranged Combat. Indeed, with the exception of fringe counterexamples like body of sun, AoEs don't exist in melee combat at all and are the exclusive province of Ranged Combat by definition.K wrote:...and avoiding that moves you through environmental effects like flanking, environment like traps and walls and rough ground and line of sight effects, AoOs and reach, and AoEs from buffs that you want to cluster into and AoE attacks that you want to avoid as a group.
Ranged combat also has a number of unique tactics like fireball, disintegration, and cloud kill that get used all the time and are totally awesome.K wrote:Melee also has a number of unique tactics like disarm, trip, grapple, charge, bull rush, and overrun which don't get a lot of use, but they do get some.
Mostly it does not. People normally have combats in cities, forests, swamps, or dungeons. Even deserts have dunes to hide behind. Combats in literally featureless plains are not particularly normal. And even if they were, bows are mostly useless at points where you are out of fireball range. It's -2 to-hit per range increment, long bows at 1000 feet are hardly even a nuisance.K wrote:Bow ranged combat takes place at ranges where almost no spells are used.
Yes. Further, I would submit that failing to do so is unacceptable. If "Ranger with a Bow" isn't an interesting character to play, you've failed your Craft D&D Edition roll. Because that's literally two of the characters in the Fellowship of the Ring. It's one of the four characters in Gauntlet. It's one of the original character archetypes in Diablo II. It is not acceptable to have a character concept that obvious and that popular be unsupported.K wrote:Could you write up a version of ranged bow combat where these things matter?
-Username17