07-17-2015, 08:41 PM | #71 | |
Join Date: Sep 2007
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Re: [Combat]: Do you bow, bro?
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Lovers of the fireball have also posted various houserules to make Missile spells in the spells-as-skills more deadly. Or another simple alternative is to have the mages buy an Innate Attack for more dakka, and use Magic for the rest. |
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07-17-2015, 08:42 PM | #72 | ||
Join Date: Jul 2008
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Re: [Combat]: Do you bow, bro?
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I wish this absurdity would die. There is no rule requiring or even suggesting that you must have hundreds of hours of practice in something to have a single point.
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I don't know any 3e, so there is no chance that I am talking about 3e rules by accident. |
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07-17-2015, 10:42 PM | #73 | |
Join Date: Apr 2005
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Re: [Combat]: Do you bow, bro?
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Shooting in a non-combat situation is a far more difficult thing than shooting in a combat situation. No, you will not have 100% accuracy in a firefight. You can go on youtube and find plenty of videos of shootings where someone approached to within six feet (Including one I remember on a victim buckled into a vehicle), fired multiple rounds (Some even empty their weapons), and failed to hit their intended target even once. |
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07-18-2015, 03:16 AM | #74 | |
Join Date: Jan 2010
Location: Brighton
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Re: [Combat]: Do you bow, bro?
Leaving aside the example, someone with a bow has the advantage at range and not in melee combat. All weapons are better in some situations that others. An archer should set themselves up in an advantageous situation that favours their advantage and disadvantages their targets.
That's how you win a fight, you fight the way you want that favours your advantages, and not the way your enemy wants to fight that favours his. It doesn't matter how good the chap with the sword is there is nothing can do at range except get closer, that's where the archer excels, at range. He does even better if he has mates or terrain who can help keep it that way. The longer you keep a fight in your area of advantage and your enemies area of disadvantage the easier it will be for you. What's even better once you start winning that fight your advantages will often compound with the changing situation. In this case if your enemy has to close distance with you that gets harder for him if you stick with an arrow and he drops to 1/3HP or less. (if you using last gasp he'll lose APs even if you just hit for less than that). What else can you do at range? You can run away and try again later. (again with compounding advantages this becomes easier if your target is wounded). Ambush, harass, and run off, rinse & repeat. It's not heroic, it's not Legolas doing melee archery, but it's slightly more realistic and will keep you archer alive for longer. If you do want to do Legolas, that's fine you can with the various cinematic options. In reality it is harder to inflict damage at range given muscle powered weapons both in terms of accuracy and transmission of energy, but Imp is nasty so long as no one is wearing serious armour. As it is the bows in LT are overpowered! (check out deadly spring in pyramid) Against an unarmoured target 1d+1 Imp is going to be a very nasty wound on most realistic humans Quote:
And even a couple of positive mods (non combat or otherwise) to that situation in GURPS terms seriously increases your chances. Last edited by Tomsdad; 07-18-2015 at 04:48 AM. |
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07-18-2015, 06:38 AM | #75 | |
Join Date: Feb 2014
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Re: [Combat]: Do you bow, bro?
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07-18-2015, 06:54 AM | #76 | |
Join Date: Mar 2015
Location: Kernersville, NC
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Re: [Combat]: Do you bow, bro?
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I love GURPS, particularly 4th ed. I wouldn't be here if I didn't. But as a former technical writer, the layouts and overall structure of the books drive me absolutely mad. I can't shake the feeling that this is the reason many find GURPS so intimidating and/or confusing. Every time I try to find a rule at the game table, I often start gnashing my teeth at how much flippage has to occur. By way of example... look up 'Jumping' in the index (which, actually, is done well)... four different pages spread across two books!? This might warrant a thread of its own (I'm sure its been done), but to me, this is the primary reason there needs to be a new edition (or even just a 4th edition Revised". Not to change the rules around (much), just to make the rules more accessible and organized.
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Feyworld: A GURPS Low-Tech Fantasy homebrew campaign |
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07-18-2015, 07:24 AM | #77 | |
Join Date: Oct 2005
Location: The Fine Line Between Black and White
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Re: [Combat]: Do you bow, bro?
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Try that at move 5 with the bowman using armor piercing arrows (low-tech). Not saying your swordsman shouldn't beat Shadofax in a sprint, but if that's what the bowman is up against... Edit: Gahhhhhhh page 8, ignore me.
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. ( )( ) -This is The Overlord Bunny o(O.o)o -Master of Bunnies O('')('') -And Destroyer of the Hasenpfeffer "This is the sort of relatively small error that destroys planetary probes." ~Bruno Last edited by Blood Legend; 07-18-2015 at 07:27 AM. |
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07-18-2015, 07:29 AM | #78 |
Night Watchman
Join Date: Oct 2010
Location: Cambridge, UK
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Re: [Combat]: Do you bow, bro?
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07-18-2015, 09:01 AM | #79 |
Join Date: Aug 2014
Location: Snoopy's basement
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Re: [Combat]: Do you bow, bro?
Nope. I despise those boxes. I wish they had restricted the content of them to at least non-essential/non-operative rules, but I've even encountered things where the box contains stuff that should go right in the text, but for some reason a box was created. Grrr.
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07-18-2015, 09:07 AM | #80 |
Join Date: Apr 2010
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Re: [Combat]: Do you bow, bro?
Haven't read the whole thread but a couple of thoughts on how to make an effective archer at below-heroic point levels:
--The Strongbow perk gives +2 to strength for drawing a bow if your skill is Dex +2, which it should be for a dedicated archer. --Weapon Bond perk gives +1 to skill with your bow. Yes, a swordsman can take it too, but a melee fighter will also be using his shield and possibly unarmed combat skills (to fight off grapples and such). An archer will use his bow almost exclusively and so gets more mileage from the perk. --Fine arrows are a lot cheaper than a Fine sword. Yes, an archer gets fewer attacks than a melee fighter. However, in a typical fantasy combat scenario of mixed adventuring party against mixed foes, having an archer gives the party several advantages: --ability to hit opponents in the back rank (e.g. the enemy wizard), or who are in otherwise inaccessible positions. --ability to put damage where you want it. The archer can shoot foes who need one more hit to go down, wherever they are on the battlefield. He can maneuver to get a shot on a foe a melee fighter is having trouble with (the fencer with a great parry, the guy with the tower shield). He can assist a party member who is on the ropes. He can punish an opponent who gives up his defenses for an all-out attack. I'm not sure that a dedicated archer is an optimized combatant in a average-person point level game, but I think an archer can be useful and playable. |
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