"Bows, a comparison between Era and D&D " Topic
5 Posts
All members in good standing are free to post here. Opinions expressed here are solely those of the posters, and have not been cleared with nor are they endorsed by The Miniatures Page.
Please avoid recent politics on the forums.
For more information, see the TMP FAQ.
Back to the Medieval Discussion Message Board
Areas of InterestMedieval
Featured Hobby News Article
Featured Link
Featured Ruleset
Featured Showcase ArticleThe next Teutonic Knights unit - Crossbowmen!
Featured Book Review
|
Please sign in to your membership account, or, if you are not yet a member, please sign up for your free membership account.
Tango01 | 23 Apr 2014 9:53 p.m. PST |
Old, but still interesting article here. "As a game designer I want you to take full advantage of a bow's design to leverage the attributes and training of your character. You've trained your character, improved his attributes, now you want to see all this manifest itself in the adventure. Sounds fun? Read on. I'm going to do a quick overview of the bow mechanics in D&D and how they're changed in Era to allow a more realistic experience and better character expression as a player. We'll be looking at the range, damage and firing rate of the longbow, short bow and composite bow. D&D has four types of bows: short, short composite, long and long composite. The main difference is range and damage. The shortbow has a range between 60 and 70 ft while the longbow has a range of 100 to 110 ft. Damage is 1d6 for short and 1d8 for long. There are damage modifiers for strength that can be applied and a minimum strength to use a composite bow. If your character doesn't have sufficient strength the composite is used at -2 and the strength bonuses can only be applied composite bows. Finally I'd like to point out that they have a fixed amount of attacks per round. I play with 2 shots, other GMs may vary. Range affects aim and it's a to hit modifier
" See more here. link Hope you enjoy!. Amicalement Armand |
Vosper | 24 Apr 2014 3:50 a.m. PST |
Bows have always been bad in D&D, with nothing like the real world deadliness they should have, but it could be argued the same applies to swords, etc. All damage dumbed down to make a character 'heroic' as they fight, rewarding brute force, and capacity for absorbing damage, instead of skill at arms. |
Great War Ace | 25 Apr 2014 7:16 a.m. PST |
Yes, and all of that has migrated entirely into the mentality of 'puter game design. You watch your "hits" deplete as you fight, as if you/your character is some kind of "Energizer Bunny". The possibility of a single, fatal hit in the eye through your visor? None
. |
Thomas Thomas | 25 Apr 2014 10:53 a.m. PST |
D&D uses the Battleship model of damage. You beat on the target until its "health bar" depletes as if people were Battleships that just absorb damage. Its silly – always has been always will. Columbia Games did a quite realistic medieval role playing game called "Harn" with good combat, armor and damage rules. It could have used a bit more playtesting but had the main points correct. TomT |
Cheomesh | 08 May 2014 7:28 a.m. PST |
GURPS does a fairly decent job in my experience. Check out "The Deadly Spring" article sometime. M. |
|