Stuff I agree with:
1) Just swinging a sword is
dull. Abilities are the solution.
2) 5ft step/shifting is a problem. I might have an idea for that one.
3) Warriors' real suckage begins
at the point when the fantasy game becomes 'full' fantasy. As Talisman said, it's:
- When everyone's flying and the warriors can't; or they can, but combat in flight is too hard.
- When missile combat with all kinds of crazy magical shit on the bows and ammunition becomes nearly as effective per shot as melee and therefore MORE effective because you don't actually have to stand right next to the monster and get killed in the face until you die from it.
- When spells start to get really, really good compared to absolutely anything else you might ever do.
All of these latter problems are easy to
delay by simply pushing the magical power curve down but that won't
fix anything because you'll still get to the warrior suckage point eventually. Besides, we don't in any way want to go down the 4E fallacy of making everyone else suck too just to keep the fighter types playing the same game.
Addresing sigma's basic problem first - the fact that ranged stuff works better than melee - you've got very limited options to sort it out. You can give melee types some proper high-fantasy zany abilities that keep them always in the fight, or you can make ranged combat (including spells) less good, or some combination of the two. The latter would be my choice.
I'm wondering to myself now whether we might not be able to learn anything from real-world combat. No, I'm not proposing some kind of simulation of "the real thing" nor even that it should be more "realistic", I'm just considering the notion that there might be something we can
learn from how this stuff works in real life that'll give us some idea on how to apply a fix.[1]
Here's what I'm thinking. In mediaeval battles between
armies, ranged combat is king when you can see the other guy and have a clear shot. The reason for that however is that if you and a few hundred buddies are shooting twelve arrows a minute into massed ranks on the other side of the field, it doesn't matter whether every shot hits (it won't) or whether every shot is effective when it does hit (it won't be), but you're going to usefully hit enough people enough of the time to make this a completely worthwhile thing to be doing.
Similarly, if you're standing within 60 yards of me whilst I have my bow and you haven't spotted me, I
am going to hit you and if I'm being a bit absent-minded that day and picked up a sharp rather than a blunt, I may well kill you.
However, neither of these situations appertain to *most* D&D combat.
When it comes to using a bow against an aware target at the sort of distances at which D&D encounters commonly take place, it's a complete lottery. It is almost laughably easy to dodge an arrow unless it comes at you from so close by that you're effectively in melee anyway. I have seriously knocked actual arrows shot from actual warbows straight out of the air and had people do the same to me... and my longbow can put an armour-piercing bodkin
straight through the side of a car.
If your target is aware of you, ready to dodge and with no distractions, I don't care if you're Robin Hood or Howard Hill, you are not going to hit that person effectively other than through sheer luck, particularly if they're armoured. Two people having a "fight" with bows, even in an environment with no cover, is an exercise in comedic futility - you seriously won't hit anything until one of you is laughing too hard to dodge.
CatharzGodfoot wrote:When you attack someone in melee, you're effectively 'flanking' them, which acts as a debuff. Ranged attacks don't carry the engagement debuff. Melee attacks could also be more accurate, as you posited.
I see where you're coming from, but I'd do it the other way around. Melee attacks being more accurate
still isn't enough of an incentive not to kite an enemy - it just makes kiting take a bit longer. Sigma's problem doesn't get addressed because you STILL don't get hit if you're not in melee so there needs to be more of an incentive to close, and for your party members to help and encourage you to do it.
So, a concrete proposal:
instead of making it difficult to use ranged attacks against an opponent in melee - which is total bullshit unless they're grappling -
make hitting an aware opponent with a ranged weapon really fucking difficult unless they're also in melee.[2]
That way, there's a bloody good reason to have someone in melee and keep them there, although it doesn't help with actually achieving that. In general, I feel that situational bonuses (or the situational removal of penalties) are a Good Thing if they encourage the different party members to do their different schticks in a cooperative way.
You could even posit an extra status - "harried" - where an opponent in melee is taking fire from a ranged attacker, giving a melee combatant additional bonuses to hit (although actually you'd want a dodge
penalty to the harried creature's AC) and thus covering off the suggestion of making melee attacks more accurate at the same time.
Before they were handed a gazillion other ways on a plate to get sneak attack bonuses, Rogues had a vested interest in teaming up with the fighters and I don't see why that situation couldn't be extended to ranged attacks. I likewise don't see why the situation couldn't be made to apply to sneak attacks again either.
Ranged touch spells could work the same way; if the opponent is aware and able to dodge the incoming laser death beams you could make it really *tough* to hit them, but if they're in melee combat with another character it gets a lot easier, plus you're dividing their attention away from defending themselves properly in battle.
If the wizard *needs* you in there distracting the beastie before he's got a better than even chance of hitting the thing with his spells, that's a fantastic reason to mix it up. If the rogue can only get one sneak attack in the whole fight unless you're smacking the monster upside the head, he's going to really want you to do it. If 80% of the ranger's arrows get chomped in mid-air unless you're kicking the monster in the nuts at the same time, that's a total win for both of you.
As the rules stand, they inadvertently piss all over the fighter's thing by saying "don't go into melee, meat-head, 'cos I might hit YOU instead and you don't want that". Far better that they should say "sorry to always have to ask you to do this, but we really need you in there kicking ass if we're to have the slightest chance of hurting this thing". That way, everyone gets to feel big in the pants.
Keeping an opponent at range will still be an
option, sure, but it'd be seriously sub-optimal.
ckafrica wrote:would getting rid of the 5 foot step help? I mean it does eliminate part of the difficulty of melee trumping ranged. You have a bow, I charge you, you step back and shoot me in the face. If disengaging melee was difficult than it would be worth more to be engaged in it.
You could do that, certainly, but I'd say... it's probably not the best way of dealing with it. I like non-provoking movement in combat and I think it's a useful tactical option. I suggest that the solution is to make MORE use of shifting/5ft steps.
Here's how I'm thinking that might work. Every class gets a certain amount of squares they can shift without provoking attacks of opportunity. The default for most classes is "one square". Perhaps it could scale with level. Melee monsters have the same thing. Now your warrior types have the number of squares they can shift scale a bit faster than everyone else, and as a class feature they can shift
as an immediate or even free action when an opponent they threaten shifts away. That scales with level too.
It could probably be done more simply than that, but however the mechanics work, the point is not to take movement options away from everyone else, but to
make the fighter better at them. There were a number of powers in Tome of Battle that were based around warriors being able to chase for free, being able to close with their opponent without provoking due to reach, or even interrupt movement on a successful attack. I absolutely believe that's the way to go with it, but instead of limiting such things to encounter powers, warrior classes should be able to do them every single round, and do them better than anyone else.
You'd need to give some brute monsters similar abilities so as not to turn it completely one-sided. Rules to make ranged attacks more useful when
combined with melee attacks, as above, would dovetail nicely with this to provide incentives for a good balance of different attacks within the party. Yes, spellcasters caught in melee would be utterly hosed, but I for one believe that's how it should be
Also, ditch SoD's - or make their success dependent on the opponent already having taken a kicking - and unilateral SoS's, give warriors some equivalent to the power of flight
as a class feature, grant a few more situational bonuses to aid cooperation (warrior gets free extra attack when rogue sneak-attacks, warrior can pull off combat moves that grant ranged attackers a free shot, etc.) and we might be getting there.
Thoughts?
[1]
I do know a lot about how combat with swords and armour and bows works because I do it all the damn time. I was at the Battle of Tewkesbury event this weekend as a participant. I've dressed in platemail and swung heavy swords, flails, maces and quarterstaffs at other guys dressed the same. I've shot at people with a longbow at distances ranging from 15ft to 300ft. I've been doing the above most weekends of every summer for thirteen years. Yeah this is the Internet and anyone can say this shit so feel free to call me on it or ignore me or whatever, but that's where I'm coming from.
[2]
Yeah, I know it's much harder to reconcile that with larger, less agile beasties but, you know, fuck it. Missile weapons should do them less damage anyway; anyone who's ever gone hunting big animals with a bow will know what I'm talking about here. You certainly can kill a deer with a single shot, but if it catches sight or smell of you before you hit it, the chances are that you won't. And you'd have to be exceptionally bloody lucky to kill a horse without an arrow designed for the purpose, a really heavy bow and a clear flat shot from the front. On the other hand, big creatures already tend to have a pile more hit points anyway. Meh.
[3]
It's probably worth making it absolutely clear at this point that I have never shot a horse, but I have demonstrated "horse arrows". They are seriously fucking evil-looking things but they won't go through armour of any description.