06-23-2016, 05:12 PM | #21 |
Join Date: Feb 2005
Location: Austin Texas
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Re: Archers and Mages Attacking Every Turn (DF)
I've been running a gaming group for over 3 years that allows archers to attack every turn. They have to make a fast-draw roll to pull the arrows.
I've also allowed wizards to cast with one turns fatigue build up in one turn with a skill modifier (that can be bought off with extra fatigue). The archery rule worked fine the spellcaster not so much but I'm mostly without power gamers. I would probably try the spellcaster rule again but it needs additional tweaking.
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06-23-2016, 05:35 PM | #22 |
formerly known as 'Kenneth Latrans'
Join Date: Aug 2009
Location: Wyoming, Michigan
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Re: Archers and Mages Attacking Every Turn (DF)
You don't need Heroic Archer to shoot every turn as an archer, just a decent level of Fast-Draw. With Heroic Archer all your unaimed shots effectively become Aimed, and your move-and-attack shots basically become regular shots.
Normal archer: Turn 1: Pull arrow Turn 2: Shoot Fast-Draw Archer: Turn 1: Roll Fast-Draw. If successful, shoot. Turn 2: If Fast-Draw failed on the last turn, shoot. If not, repeat Turn 1.
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06-23-2016, 06:14 PM | #23 |
Join Date: Mar 2013
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Re: Archers and Mages Attacking Every Turn (DF)
I have a slight problem with some of the logic expressed in this thread. Using the logic that Missile build mages shouldn't be able to cast and fire each turn because they've got range, a Melee build mage should be able to cast and thawk in a single turn. I'm not saying that would automatically be a good thing, although it would make melee spells more useful, but it does line up with the logic expressed.
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06-23-2016, 07:07 PM | #24 | ||
Banned
Join Date: Jul 2006
Location: 100 hurricane swamp
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Re: Archers and Mages Attacking Every Turn (DF)
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It's this for Completely Normal Archers: Turn 1: Ready Arrow Turn 2: Knock and Draw Bow Turn 3: Shoot The relevant text: Quote:
Turn 1: Successfully roll Fast-Draw (Arrow) [1], Knock Arrow and Draw Bow. Turn 2: Shoot. Quick Shooting Fast-Draw (Arrow) Archer: Turn 1 (AOA (Determined) Maneuver) [2]: Successfully roll Fast-Draw (Arrow) [1], Successfully roll Bow at -6 [3] [4] to Knock Arrow and Draw Bow, Shoot at -6 [4] to Bow skill. [1] - Failure on this roll means you drop the arrow and spend the turn instead performing an unproductive Ready Maneuver. [2] - A Heroic Archer can perform a Move and Attack Maneuver as well as just the AOA (Determined). [3] - Failure on this roll means the Character instead spends the turn Readying the Bow and may shoot as normal (no penalty) next turn. On a Critical Failure he drops the bow. [4] - Heroic Archer or Weapon Master (Bow) reduce this penalty to -3. Having both reduces it to -1. Keep in mind the AOA (Determined) Maneuver still gives it's +1 after the penalty is imposed. NOTE: The Quick Shooting Fast-Draw (Arrow) Archer is recommended for Cinematic Campaigns. For a 'realistic' version of this they recommend a much higher penalty. Last edited by evileeyore; 06-23-2016 at 07:10 PM. |
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06-23-2016, 08:44 PM | #25 |
Join Date: Aug 2004
Location: Dobbstown Sane Asylum
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Re: Archers and Mages Attacking Every Turn (DF)
What evileeyore said. :)
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06-24-2016, 12:01 AM | #26 | |
Join Date: Jul 2006
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Re: Archers and Mages Attacking Every Turn (DF)
All spellcasting classes can do all these things in 5th edition D&D - every class has a ranged cantrip that does about as much damage as a bow or a melee weapon does and can cast it every player turn. What's more, anyone who wants to play a High Elf can get a cantrip like that (100' range, d10 damage), or anyone who wants to spend a feat at level 4, 8, 12, 16, and so on. Even fighters and rogues can get in on the act at 3rd level (Eldritch Knights or Arcane Tricksters, respectively).
Luckily, in 5th edition D&D other classes scale up nicely with spellcasting classes. Quote:
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06-24-2016, 03:58 AM | #27 |
Join Date: Aug 2004
Location: Binghamton, NY, USA. Near the river Styx in the 5th Circle.
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Re: Archers and Mages Attacking Every Turn (DF)
I think one of the issues with the whole Heroic Archer, Weapon Master (Bow), trick shooting combo is that the rules for it are literally spread out all over the place in GURPS Martial Arts. I recall having to look at three or four different sections of the book to combine those rules in my head and get a grasp on the archer's capabilities, and you're still missing the extra rules (and yet more rules sections to look up in MA) that allows Heroic Archers to Multiple Fast-Draw and then perform Dual-Weapon attacks with the Bow, firing two arrows at once. Honestly, I think the whole process could use an article streamlining all of the capabilities and referencing all of the relevant pages.
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Eric B. Smith GURPS Data File Coordinator GURPSLand I shall pull the pin from this healing grenade and... Kaboom-baya. Last edited by ericbsmith; 06-24-2016 at 04:06 AM. |
06-24-2016, 04:12 AM | #28 | |
Join Date: Aug 2004
Location: Binghamton, NY, USA. Near the river Styx in the 5th Circle.
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Re: Archers and Mages Attacking Every Turn (DF)
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Eric B. Smith GURPS Data File Coordinator GURPSLand I shall pull the pin from this healing grenade and... Kaboom-baya. |
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06-24-2016, 05:32 AM | #29 | |
Join Date: Dec 2006
Location: Eindhoven, the Netherlands
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Re: Archers and Mages Attacking Every Turn (DF)
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06-24-2016, 07:10 AM | #30 | |
Join Date: Jun 2013
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Re: Archers and Mages Attacking Every Turn (DF)
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That said, there have been plenty of responses here from people who have tried various houserules to address this, some of which appear to have worked out alright. I think the small reduction in casting time still doesn't make artillery/blaster mages all that viable, while Sorcery certainly does - my point was more "If you want an artillery/blaster mage in DF, build a Sorceror instead of a Wizard" than "If you want to fix this one little problem, build a Sorceror instead of a Wizard." |
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Tags |
action, archer, dungeon fantasy, mage, turn |
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