![]() ![]() Previously, you didn't add any bonus to normal projectile weapons' damage.Ģ.) Crossbows in 5e don't cost anything to load. But not being a 5e expert I’m very wary of just changing damage on weapons in case it breaks balance in unexpected ways so I’ll let others comment on that.There seem to be 2 main reasons for this, both involving changes made in 5e from earlier editions (3.5e) that weren't properly accounted for.ġ.) Ranged weapons in 5e add their Dex mod to damage. I agree thrown weapon damage in 5e seems poor compared to bows, given that the majority of the strength-based ones (spear, javelin, hand axe, etc) do just 1d6. Upping basic shield AC by +2 really does seem balance breaking even to my inexpert eyes, though. But not being a 5e expert I’m very wary of just changing damage on weapons in case it breaks balance in unexpected ways so I’ll let others comment on that. But I’ll not rehash weapon switching and slots here, as it’s already been discussed relatively recently in https:/ / / ubbthreads.php?ubb=showflat&Number=840832 and https:/ / / ubbthreads.php?ubb=showflat&Number=841361. And javelins can already be used as a ranged weapon with a shield using the Throw option. Personally, I don’t think use of weapon slots is the right solution for thrown weapons for QoL reasons, unless there’s a significant change to the interface. On characters benefitting from shields when using bows, when I reported this to Larian support not all that long ago they said it was planned to be fixed for the full release. Maybe in a more elaborated system there could be + 2 AC shoulder shields to use with bows (I would like normal shields would give + 4 AC btw).Īh, okay. I would like if chars didn't benefit from shields in the melee slot when they have ranged weapons out, and that it would cost something to change the weapon sets (even if that would hurt as one possible char I'm planning is a dex based ranged Battlemaster Fighter). I'd like to have javelins as weapons for the ranged slot, usable with shield, very short range, high damage (on par with crossbow). *No Sling is not in game, but there are rumors it may be in the final release. You can’t Attack a target beyond the weapon’s Long Range.īecause of the time required to load this weapon, you can fire only one piece of Ammunition from it when you use an Action, bonus Action, or Reaction to fire it, regardless of the number of Attacks you can normally make. When Attacking a target beyond normal range, you have disadvantage on the Attack roll. The first is the weapon’s normal range in feet, and the second indicates the weapon’s Long Range. The current lack of limitations really kind of ruins them.Ī weapon that can be used to make a ranged Attack has a range in parentheses after the Ammunition or thrown property. If someone wanted to play a type of pirate or swashbuckler they are great. Making them ultra broken.Īpplying the rules to them correctly would still make them a great thematic weapon - especially for bards or any short range skirmisher, such as possible rogue builds - use BA disengage, pop pop and run away. Hand Crossbows end up winning in Bg3 because they get to ignore the range limit AND the reload penalty. ![]() However, it also clarifies that you could ranged sneak attack to the 80 foot range of Superior Darkvision with anything short of a Sling or Hand Crossbow. RAW I would take a Longbow over everything else because of that crazy 150 foot range. ![]() It really DOES feel like excluding the weapon ranges is kind of bullshit honestly. Shortbow 1d6 piercing (range 80/320), two-handed Longbow 1d8 piercing (range 150/600), heavy, two-handedĬrossbow, light 1d8 piercing (range 80/320), loading, two-handed The good news is that this is fairly easy to mod - you could set specific range requirements to bow, and you could add the loading feature for Crossbows with its corresponding Feat for wanting to bypass it.Ĭrossbow, hand 1d6 piercing (range 30/120), light, loadingĬrossbow, heavy 1d10 piercing (range 100/400), heavy, loading, two-handed That is a whole separate framework that most of us have not seen yet. Well, we actually don't know what the final game will look like. At least I want javelins as ranged weapons, for strength based chars, as compensation. That a fat non-magical crossbow can shoot as fast as a bow or that the hand crossbow has the same range as the bigger crossbows and the same damage as a shortbow are truely insults to the tiny bits of realism one can expect even from a high fantasy game. The Dnd weapon and armor system is of course quite primitiv due to the TT background but BG3 does it even worse right now. I hope (not really.) that they balance bows and crossbows better. ![]()
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