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Old 01-11-2018, 03:52 PM   #31
corwyn
 
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Default Re: Countering archers and bows?

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Originally Posted by gruundehn View Post
Question about the setting. If you are running a swashbuckler, why are you facing archers? Historically the swashbuckler came into being as firearms reduced the usefulness of armor, so a pointy stick was more effective against an opponent. Your ranged opponents should be firing muskets or something similar - firing two or three times a minute - 60 rounds. Plenty of time to go at them and force them to flee, leaving their weapons behind or to force them to fight with melee weapons to your advantage.
Because many campaigns are not historical.
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Old 01-11-2018, 04:11 PM   #32
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Default Re: Countering archers and bows?

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What can I do?
-Hide
Good thought - hide! High stealth is a good way to close the range in many situations.

Alternately, trained attack bees. Arrows are no good vs. swarms.
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Old 01-11-2018, 04:50 PM   #33
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Default Re: Countering archers and bows?

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Good thought - hide! High stealth is a good way to close the range in many situations.

Alternately, trained attack bees. Arrows are no good vs. swarms.
Pirate Honeybeard suddenly sounds a lot more scary.
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Old 01-11-2018, 10:43 PM   #34
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Default Re: Countering archers and bows?

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Because many campaigns are not historical.
True, but it is a point to consider. Swords vs muskets is viable. Which is why pikes were kept for formation fighting for so long.

But, unless the point of a campaign is to screw over the players, why not have the opponents using something more historical and which gives them a chance? It is supposed to be fun for the players after all.
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Old 01-12-2018, 12:02 AM   #35
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Default Re: Countering archers and bows?

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Question about the setting. If you are running a swashbuckler, why are you facing archers? (...)
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(...) why not have the opponents using something more historical and which gives them a chance? It is supposed to be fun for the players after all.
Well, considering your comments:

We started this setting as TL1-TL2 characters; as we moved forward (in a boat, to another place) we were "granted" access to certain TL3-TL4 weapons "from another era". I say "granted" because we don't know how or were to get such weapons, yet.

This situation? I think it was some sort of exploit from the GM. I mean, we got ambushed by archers and guys with slings "just too much". In the end we managed to survive; but, getting away was pretty-pretty-hard. And I must reckon it was (in part) due to GM intervention too.

The other thing is that we don't have "enough time", to learn new stuff, so we must pick carefully.

But doubtlessly, I want to get around this. Just wondering... With their "passive cover", are dueling shields an option?

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Old 01-12-2018, 12:05 AM   #36
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Default Re: Countering archers and bows?

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Good thought - hide! High stealth is a good way to close the range in many situations.

Alternately, trained attack bees. Arrows are no good vs. swarms.
Normally, they are the guys hidden in the woods or hills. Think of typical bandits ready to ambush you in the middle of nowhere.

Although "trained bees" sound funny, an innate attack or an ally (familiar) might as well work. But I believe swarms (per advantages) cost around 100 CP? Right?

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Old 01-12-2018, 01:07 AM   #37
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Default Re: Countering archers and bows?

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Originally Posted by Hide View Post
Normally, they are the guys hidden in the woods or hills. Think of typical bandits ready to ambush you in the middle of nowhere.

Although "trained bees" sound funny, an innate attack or an ally (familiar) might as well work. But I believe swarms (per advantages) cost around 100 CP? Right?

- Hide
Depends on your Character's point budget:

Insect Swarm Ally for a 250 point PC: Built on 75%; appearing on a 15 or less; 9 points.

Stats for this swarm are in Dungeon Fantasy 5 Allies.
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Old 01-12-2018, 06:10 AM   #38
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Default Re: Countering archers and bows?

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Now if the GM keeps giving the enemies cover, but leaves the players in a flat empty plain... that's a whole other problem.
At this point, buy an entrenching tool and start digging...

Another option, assuming the archers aren't simply defending a fixed site, is to make them come to you - find some cover that has no long sight lines into it from any direction and make the archers come into it after you. Archer vs. melee monster in close country is not a fun fight for the archer.
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Old 01-12-2018, 06:26 AM   #39
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Default Re: Countering archers and bows?

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True, but it is a point to consider. Swords vs muskets is viable. Which is why pikes were kept for formation fighting for so long.

But, unless the point of a campaign is to screw over the players, why not have the opponents using something more historical and which gives them a chance? It is supposed to be fun for the players after all.
Note that compared to bows, muskets are in some ways worse for PC fun. While they have a much slower rate of fire, a 'musket' (we'll assume it's actually something like the Fusil Ordinaire from LT rather than a full-sized musket) does a great deal of damage - 3d pi++ or more is typical. Even a strong archer with good kit is unlikely to do more than 1d+4 imp or so, making the bow much easier to mitigate with armour. A single hit with a musket and the character is out of the fight if they're not in quite heavy armour. Basically, with (long) guns, hits are less likely, but they're less forgiving than hits from bows - and the NPCs firing the guns don't need to be strong or skilled to cause this effect.

Pistols are a bit less fun-destroying, but they still hurt, and they still don't need much strength or skill to use.

As for rifles, even TL4 rifles are completely unsporting. The only good thing about them is that they have a rather short 1/2D range (strangely so, but the LT 1/2D ranges for guns are a bit odd, IMO).
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Old 01-12-2018, 07:04 AM   #40
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Default Re: Countering archers and bows?

Your typical bandits usually lack Heroic Archer
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