Hood wrote:
Nierite wrote:
My fiancee plays a ranged combat specialist (bow(wo)man), and in general finds that there is definitely a niche for them. That said, from my own personal observations you really cannot have more than a single ranged combat specialist in a party, because if you don't have the melee people to hold enemies back, they'll just roll up on you. Bows are fundamentally slow weapons and cannot put out enough damage fast enough to keep the hoards at bay.
-You are making exactly my point. I could take an exceptional Gladius for speed 4, rune it down to speed 3, and deliver more damage/tick than any ranged weapon available, with the added benefit of not having to buy ammo. Plus I would benefit from a much wide range of available martial techniques and combat talents that pump my damage/tick even higher.
Under the current mechanics, I really see the benefit of ranged weapons as either being an alternative for casters to burn strain for a few ticks, or for a melee specialist to fire once to start combat and then drop it to go to his primary melee weapon [Quick Draw likely included]. But if I'm trying to play a true ranged character, I just can't find the math to show me how I'm going to be as effective as melee characters.
Your base damage with a heavy crossbow or flintlock rifle is obnoxious compared to every other weapon in the game for it's initial speed. Assume quickness of 7 so d10, for speed 2 the heavy crossbow does 2d10 (1d10) damage plus any bonuses for quality, runes, etc. Average damage is 16.5 base or 8.25 per tick. A gladius is d8 base, so d8 (d10) or 10 points over 5 ticks. 2 points of damage per tick with nothing else added in. Even that assumes that the melee combatant had to go nowhere to get there. There's also a decent chance that the heavy crossbow outright wounded the target especially as you start adding in fine quality, a damage rune and get a bit lucky with the roll.
I will agree with Cody people focused on crossbows will have a harder time as they can't melee with it and including reload time they aren't as fast as a bowman. However, if you think crossbows are useless, talk to anyone who was at the Origins BI in 2014. They wounded like no one's business.
In terms of damage per tick, there are two items I'm curious if you factored into your equation.
1. Opponent's AR - small weapons may hit faster, but AR erodes their impact against larger slower weapons
2. Ticks spent by melee types in moving
Movement for melees adds up. If you wait for the enemy to come to you you're wasting ticks. If you close on them, the time to close effectively adds to the weapon speed. Unlike the original rules where Quick decreased all movement by 1 making a 5' incidental free, incidental movement now adds a minimum of 1 tick.
There's a base martial technique in Codex of Heroes that for +0 speed and 0 recovery decreases the reload time for bows by 2 to 0, a la free. The Draw on the Move talent allows you to reload a bow as a free action as part of a cautious advance. With the Quick talent this means move anywhere up to your full pace and reload your bow for speed 3. The Quickshot talent allows you to reload a bow as a trivial (speed 1) action that can be combined with shooting. An exceptional bow and that talent means that you have base weapon speed and can fire with no concerns for reload.
At Tier I you get Point Blank Shot for free on every shot within 30' bypassing 2 points of AR. As most things have AR that's effectively 2 die bumps from base average damage. Precise Aim is a Speed 2 Maneuver with recovery 0. Again, you can use that all day long if you want. In that case, because it's a maneuver, the Exceptional Celerity rune does apply.
There are additional options for boosting damage and perfectly good maneuvers and combinations that can make a bowman very deadly.
Flintlocks as the PCI team clarified switching to the A:RPG were intended as they originally were used - a single deadly opening volley and then melee. Crossbows could certainly work like that or function as a slow spike damage option.
I would also point out that if you're standing in the back you probably aren't getting wailed on like the melee types are either which is a benefit as well.
All weapons have trade offs. The goal is to find a groove that works for you using one or more weapons and have fun.
With a sweep of his hat,
Paul