Crossbow tweak


Homebrew and House Rules

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I have a guy playing a ranger, who really likes the flavor of using a crossbow instead of a longbow. However, as we all know, with RAW a ranger is basically crippling himself by choosing to use a light crossbow instead of a longbow: he has to spend a feat on Rapid Reload, just to get on equal footing with somebody using a longbow.

I think that having to burn a feat just for flavor is not a good thing. So here's what we do in my PFRPG game:

TWEAK: If a crossbow is used by any character who is proficient with martial weapons, that character gets a +1 to hit with the crossbow.

This way, light crossbow + Rapid Reload is roughly the same as longbow + Weapon Focus, and nobody is screwed for wanting to use a crossbow instead of a longbow.

And of course, characters who are inept with martial weapons still get to use the crossbow as a "point and shoot" ranged weapon, without the +1 bonus.

Anyway, thought I'd share that. So far, it's the only house rule we've come up with that seems worth telling people about. :-)


The crossbow actually has some of its own advantages.
There is no penalty to wielding a crossbow when your Strength is less than 10. Most rangers are going to have a Strength higher than 10 anyway but if effected by poison, disease, or some other Strength draining or damageing effect you'll wish you had waisted a feat on rapid reload.
Also you can dual wield light crossbows.

I don't know if this makes them equal but pretty close?


Greg Trombley wrote:

The crossbow actually has some of its own advantages.

There is no penalty to wielding a crossbow when your Strength is less than 10. Most rangers are going to have a Strength higher than 10 anyway but if effected by poison, disease, or some other Strength draining or damageing effect you'll wish you had waisted a feat on rapid reload.
Also you can dual wield light crossbows.

I don't know if this makes them equal but pretty close?

Good points, but I don't think that that really compensates for the difference between the two weapons. If anything, your observations just demonstrate that the crossbow is sort of intended for inept or weak combatants. And the whole idea of my tweak is to give the crossbow a little something extra when it's used by somebody who isn't necessarily inept.

You're right, though, that the ability to use a crossbow when weakened is a benefit over a longbow. On the other hand, I'm not sure that this balances out a longbow's ability to fire multiple arrows simultaneously later on, much less balances out the better feat-less rate of fire that the longbow gets.


I'd say this change, or something similiar, could be done for all simple weapons.


stringburka wrote:
I'd say this change, or something similiar, could be done for all simple weapons.

Sure, it could. But the idea here was to address the fact that, uniquely, the crossbow is currently miscategorized as a "simple" weapon, when in fact there is nothing about it that is simple.

What a crossbow is, in my opinion, is a martial weapon that can still be used reasonably effectively by somebody weak or inept. Of course, we don't have a category for weapons like that, so it gets classified as "simple", to reflect the fact that everybody can use it.

I have no problem with letting sorcerers, etc., use crossbows. But I do think that a ranger should be able to kick as much butt with a crossbow as he would with a longbow. (If it's wrong for me to think that, then perhaps the iconic ranger is a bit misleading.) And as far as allowing equal butt kicking, I think the +1 tweak serves exactly that purpose.

What other simple weapon would you think is essentially a martial weapon that is easy enough for a weak or inept character to use, at least somewhat effectively?


Uhm...

The crossbow became so popular for one reason.

It was easy enough to make, and the training to use one was significantly less than that of a bow.

In fact, you could put the crossbow into the hands of a commoner, give him an hour or two with it, and he's pretty much got the damned thing down pat.

Trust me, the Crossbow is a simple weapon.

In fact, I'm not certain, but I have been told something about some sort of Asian battle where they gave a whole bunch of normal commoners / citizens repeating crossbows, and then they beat a trained army as opposed to untrained commoners.

Anyway, Crossbow = Simple Weapon.

It replaced the Bow in real life for a reason, seriously.


Well, okay there are other factors too.

Check out this link
http://www.thebeckoning.com/medieval/crossbow/cross_l_v_c.html

But yeah, you get the point.

It's a simple weapon.

Load, Aim, Fire like a gun.

As opposed to, Pull, Hold, Aim, Fire like a bow.
-------------------------------------------
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No, I've not fired any guns, or done any archery with anything.

But I've played games, read things, been told by people, and use common sense.

Plus a little googling always helps.

lol

All I know is, Xbow = Simple.


Or, the player decided to role-play the character instead of making character decisions based solely on number-crunching. Crazy thought, I know, but there are actually players who aren't munchkin-ing their way through adventures.


Thread Steal & Response

I want to roleplay tooo

But... the current system doesn't hold with my story >.>

So I needed to make a fair, balanced Druid alternative that people would want to play, that would allow my own character to have his story... not to mention still be awesome.

Does that count as half and half??


Eyolf The Wild Commoner wrote:


It replaced the Bow in real life for a reason, seriously.

OK, without arguing about what "simple" should mean, or does mean, let me just respond to the point I quoted.

Yes, the crossbow replaced the bow in real life. But that would never happen in Pathfinder, because mechanically, the (light) crossbow is strictly worse than the longbow.

I don't have a problem with a clumsy, untrained commoner being less effective with a crossbow than a trained archer is with a longbow. So Pathfinder mechanics work for this point: untrained commoners can use crossbows, because they're "simple", and they suck with them compared to trained archers, because crossbows suck in PFRPG. So far so good.

But I do have a problem with a trained archer using a crossbow being strictly less effective than a trained archer using a longbow. I'm not even asking that the crossbow be better, as you pointed out it is in real life. I'm just asking that the mechanics allow a trained archer to be at least equally good with either weapon. And here, some kind of fix is needed to the mechanic; hence my tweak.

One way of interpreting my +1 tweak is by saying that the crossbow isn't really "simple", in that it's a different tool in the hands of an archer than it is in the hands of a commoner. But I understand that this idea is logically problematic --- in particular, it probably applies to every simple weapon --- and I'm willing to back off of calling a crossbow "not simple". Whatever the logical and elegant terminology is, I'm sure that the correct result is: trained archers should get a +1 to hit when using crossbows. :-)


Doug's Workshop wrote:
Or, the player decided to role-play the character instead of making character decisions based solely on number-crunching. Crazy thought, I know, but there are actually players who aren't munchkin-ing their way through adventures.

The player is definitely role-playing, and decided to stick with the crossbow even after finding out that, surprisingly, in PFRPG the crossbow sucks compared with the longbow.

But I think "munchkin" is a bit harsh in this case. Expecting that a crossbow is at least as good as a longbow in the hands of a trained archer isn't one of the worst munchkinesque infractions I can think of. It's not even in the top ten. :-)

And for what it's worth, the player wasn't complaining about this. It just annoyed me that the rules penalized him by forcing him to burn a feat just to not suck with a crossbow. So maybe I'm the munchkin? :-)


Just a question, wasn't it stated in that link I posted that lighter xbows were less effective than a bow?

I can't recall with accuracy, but I wouldn't be surprised if this was the case.

Is a Heavy XBow better than a bow? If so, then I can understand.


js3 wrote:
Doug's Workshop wrote:
Or, the player decided to role-play the character instead of making character decisions based solely on number-crunching. Crazy thought, I know, but there are actually players who aren't munchkin-ing their way through adventures.

The player is definitely role-playing, and decided to stick with the crossbow even after finding out that, surprisingly, in PFRPG the crossbow sucks compared with the longbow.

But I think "munchkin" is a bit harsh in this case. Expecting that a crossbow is at least as good as a longbow in the hands of a trained archer isn't one of the worst munchkinesque infractions I can think of. It's not even in the top ten. :-)

And for what it's worth, the player wasn't complaining about this. It just annoyed me that the rules penalized him by forcing him to burn a feat just to not suck with a crossbow. So maybe I'm the munchkin? :-)

Nope, not at all my friend.

NOBODY is a muchkin for wanting characters that are effective and contribute in combat.

Why is it people are so quick to jump on people and attack them for trying to have characters that matter?

*sigh* I really need to learn to hold my tongue on this issue, but it's a big issue. Being called a munchkin or powergamer or whatever just because you use the rules to make effective characters that make a difference in battle is wrong. It's a harmful label (for something they aren't actually doing no less), and labeling people is NOT right, especially when it's not something they are doing.

(Note, there IS a positive use for the word munchkin, and that's an affectionate pet name for a child, based on the munchkins in the Wizard of Oz. Use of the word in that way doesn't bother me.)

Please people, keep munchkins (people who are disruptive and try to break the game) separate from people who want to have a fun and fair game (which may or may not be optimizers, but optimization does not equal munchkinning either) so you aren't mislabeling people and causing undue emotional harm.


Light Crossbow
35 gp 1d6 1d8 19–20/×2 80 ft. 4 lbs. P

Heavy Crossbow
50 gp 1d8 1d10 19–20/×2 120 ft. 8 lbs. P
==================================================
Longbow
75 gp 1d6 1d8 ×3 100 ft. 3 lbs. P

Shortbow
30 gp 1d4 1d6 ×3 60 ft. 2 lbs. P
=============================================
Uhm... From what I can see.... the crossbows are far better than the longbows..

So not really sure what ya mean.

Seems to me the only real bonus that they have over the Xbow is the composite feature, and the fact of move/free action load/firing.


The quicker reload is the major advantage bows have over crossbows. It's quite a significant difference.


Eyolf The Wild Commoner wrote:

Uhm... From what I can see.... the crossbows are far better than the longbows..

So not really sure what ya mean.

I'm comparing the light crossbow with the longbow. The rate of fire, limited by the reload speed, is a huge issue in actual combat. Try it in a few extended combats and see. It's not a small disadvantage, it's a really big one.

And to overcome it, you need to spend a feat on Rapid Reload. So with RAW, light crossbow + Rapid Reload is just about equal to a longbow. The need to spend a feat just to keep pace with a weapon that supposedly you're making obsolete is why I think there's something sucky about crossbow-wielding rangers in the RAW. :-)


I think that I have a better option then for you instead of giving the +1's

Simply rule that rangers in general, if they have selected the archery combat path, get the rapid reload feat for free if they have a BaB of +4 or +6

Something like that.

It solves your problems. Saves the feat point.

Keeps the game mechanics intact, and doesn't call for further alterations of "simple weapons" or anything like that.


Aside from that, once again, you could help me with my feat point system which then Rapid Reload wouldn't cost a whole feat, lol.

At least, probably not.

I REALLY do need to track down Sean.


Eyolf The Wild Commoner wrote:

Aside from that, once again, you could help me with my feat point system which then Rapid Reload wouldn't cost a whole feat, lol.

At least, probably not.

I REALLY do need to track down Sean.

I'll take a look at it, mind throwing a link? (Assuming it's online somewhere)


js3 wrote:


I don't have a problem with a clumsy, untrained commoner being less effective with a crossbow than a trained archer is with a longbow.
//
But I do have a problem with a trained archer using a crossbow being strictly less effective than a trained archer using a longbow.

This is the same case as a club versus a greataxe. An untrained commoner is more effective with a club than a greataxe. A trained warrior is more effective with a greataxe than a club.

If someone wanted to make a club-wielding fighter, I'd probably grant him some boon for it (probably making it count as a warhammer in his hands), but there's a good reason that the club is worse in trained hands than a greataxe is. The reason beig that that's just the way it is in real life. The same thing goes with crossbows - they were, strictly speaking, far worse than a bow in the hands of someone skilled with them. This was for the same reason as in PFRPG: Crossbows were slow.

A crossbow had no huge benefit except easiness to use and a slightly higher amount of kinetic energy beside the longbow, while it had the large drawback of being far slower.

I have a suggestion on how to make it's advantage more unique: Since a loaded crossbow is very easy to fire and you only need one hand, you could make a loaded crossbow count as a melee weapon in respect to threats? It'd have a 5 ft. threat range, and also, fireing it in melee against an adjacent opponent would not trigger AoO.


Something to keep in mind with the crossbow vs. longbow issue is that crossbows *aren't* strictly worse than longbows. Consider a battleaxe vs. a longsword: they deal the same damage, and while battleaxes deal more damage on a crit, the longsword crits twice as often. In the long run, the longsword nets more damage from this fact.

Obviously taking a feat to match fire rate is an inconvenience, but there are so many feats flying around in pathfinder anyhow, it's not a huge trouble to just suck it up and take the feat. As a player, I'd honestly be a lot more concerned about the loss of composite bonus damage.

If you're happy with your houseruling, more power to you, but in the end, all weapons simply aren't created equal. Players are just going to have to decide how far they're invested in their character concepts.


Maeloke wrote:
Something to keep in mind with the crossbow vs. longbow issue is that crossbows *aren't* strictly worse than longbows.

Well, they are, for anyone with martial weapon proficiency. Dualwielding is completely worthless for more than a single round (since reload speed is doubled too) and there's no other benefit.

They aren't Longswords vs Battleaxes. They're Longswords vs Clubs.


stringburka wrote:
Maeloke wrote:
Something to keep in mind with the crossbow vs. longbow issue is that crossbows *aren't* strictly worse than longbows.

Well, they are, for anyone with martial weapon proficiency. Dualwielding is completely worthless for more than a single round (since reload speed is doubled too) and there's no other benefit.

They aren't Longswords vs Battleaxes. They're Longswords vs Clubs.

Except they *are* longswords vs. battleaxes as far as damage and crits go.

Both do 1d8 damage; light crossbow crit is 19-20/x2 while longbow is x3. They net the same damage (between rolls of 19 and 20, both total 4d8 damage) but any effect that likes critical hits likes crossbows better.

Composite bows overshadow that value for the most part, but a ranged fighter invested in the critical tree could make a good argument for using a crossbow over a longbow.


kyrt-ryder wrote:


NOBODY is a muchkin for wanting characters that are effective and contribute in combat.

Why is it people are so quick to jump on people and attack them for trying to have characters that matter?

The player didn't have a problem with the situation. The GM did, and wanted a rule that, in his mind, made a x-bow equivalent to a bow. The GM wanted a munchkin-esqe player.

As for "optimizers," you can have your opinion. But I've seen too many "optimizers" who deride others who want to play a non-traditional character (dagger-wielding fighter, or a divination-focused wizard). When an individual starts carping about others' play choices, it's munchkin behavior.

Cheers.


The simplest analysis:

Lt.Crossbow - 1d8, 19-20x2, Requires: Simple Weapon Prof
Longbow - 1d8, 20x3, Requires: Martial Weapon Prof

Advantage: none

Then, at +6 BAB:

Lt.Crossbow - 1d8, 19-20x2, Requires: Simple Weapon Prof/Rapid Reload
Longbow - 1d8, 20x3, Requires: Martial Weapon Prof

Advantage: Longbow

Now, what makes the longbow a martial weapon vs the lt.crossbow? Simple:

Feats: Rapid Shot, Manyshot
Strength bonus for composite longbow

But wait! Couldn't a lt.Crossbow use those feats too? Yes, they can, RAW. There still is no strength mechanic.

So why do people prefer using Longbows? Because, mechanically, the fighting classes most likely to use the crossbow gat martial weapon prof. for free. That makes the initial feat cost from example 1 invisible. Thus, it looks like the longbow is strictly better when, in fact, they are mostly equal, since almost everyone gets prof with crossbows.

Now HEAVY crossbows are another story. They ARE slow. My solution was to allow for a "strength" crossbow, but the damage bonus is double the strength mod score. So a strength crossbow for 16str gets +6 damage. This only applies to the heavy crossbow.


Doug's Workshop:
Why should I be penalized for playing an interesting character?

That's what I've never understood about people who deride 'optimizers.' Some of us look for solutions BECAUSE we don't want to just take the optimal path, we just don't think we should be suffering for wanting cool flavor.

I mean, I'd love to be a ranger with a sling, but I'd be at a serious handicap, which would really cut down on my whole theme of 'dangerous guy with sling stones.' (Since it'd be 'laughably weak guy the enemies can ignore')

I like the idea of having some special bonus to simple weapons in the hands of someone with martial proficiency. There are many weapons that were fantastically useful in the ancient world (spears, javelins, slings, for example) that are at a significant disadvantage in D&D due to the simple/martial thing.

Liberty's Edge

Ok how about this for a possible "feat" solution (or even suggestion).

Modify the Deadly aim Feat so that the penalty/damage is -1/+2 for bows, and -1/+3 for Crossbows. (sort of like how 1 handed and 2 handed weapons get different bonuses with the power attack feat)

That will at least help alleviate the strength mechanic and you could also look up Crossbow Mastery which I think was from one of the Pathfinder chronicles - at least it was mentioned on this board before.
That feat helps with reload times as well.

The biggest problem I have seen with crossbows though is that they do not reflect the bonuses to hit that they had back in 1st and 2nd ed. Bows fired faster but crossbows punched through armor like it wasn't there.
Crossbows would be fine even as they are with slow firing rates but really they had what would be about an effective +3 on the to hit rolls, which they removed in 3rd ed. (but kept the craptacular firing rate)


William Timmins wrote:


Why should I be penalized for playing an interesting character?

That's what I've never understood about people who deride 'optimizers.' Some of us look for solutions BECAUSE we don't want to just take the optimal path, we just don't think we should be suffering for wanting cool flavor.

I mean, I'd love to be a ranger with a sling, but I'd be at a serious handicap, which would really cut down on my whole theme of 'dangerous guy with sling stones.' (Since it'd be 'laughably weak guy the enemies can ignore')

I like the idea of having some special bonus to simple weapons in the hands of someone with martial proficiency. There are many weapons that were fantastically useful in the ancient world (spears, javelins, slings, for example) that are at a significant disadvantage in D&D due to the simple/martial thing.

If you want to optimize, you are free to do so. If you wish to ask for help in your optimization, you are free to do so. And in either case, I won't say a thing.

But the GM said, in effect, "The player made a lousy choice so I'm gonna make a new rule." Notice that the OP didn't say the player asked for "help."

Cheers.


Interesting. The way I read it was 'the player made a cool choice that the system penalizes, so I'd like to change the system.'


Doug's Workshop wrote:
kyrt-ryder wrote:


NOBODY is a muchkin for wanting characters that are effective and contribute in combat.

Why is it people are so quick to jump on people and attack them for trying to have characters that matter?

The player didn't have a problem with the situation. The GM did, and wanted a rule that, in his mind, made a x-bow equivalent to a bow. The GM wanted a munchkin-esqe player.

As for "optimizers," you can have your opinion. But I've seen too many "optimizers" who deride others who want to play a non-traditional character (dagger-wielding fighter, or a divination-focused wizard). When an individual starts carping about others' play choices, it's munchkin behavior.

Cheers.

Are you seriously calling someone who thinks the crossbow is a poor choice a munchkin? Its like saying someone is a munchkin for using a sword in place of a bow when their strength is 18 and their dex if 6. That isnt munchkining that is just plain sense.

And the OP is looking to make it so the player is not penalyzed by making their role play choice. It may not matter to the player, or it may, that we dont know, but just from a DM's standpoint it makes sense to try to address the issue. Because the DM still has to create challenges for that party. And he probably would like the ranger in the party to be as competant as a ranger weilding a bow.

Not to mention, the DM isnt trying to deride the player's choice, he is trying to make it better. He is rewarding the player for trying something different/atypical. It is something I do in my games, and has nothing to do with being a munchkin. Rewarding choices that are for roleplay purposes encourages more of them at your table. And you end up with more interesting characters.

For instance in my game I have a player doing something similar, he wanted to use black powder weapons as a ranger. They exist in my world, but typically they are inferior to bows (mechanically). So i did a little work, and while they still arent as good, they are close, and the player can enjoy his gunslinger without concern for his ability to contribute. And I dont have to worry if encounters are too hard because he has difficulty contributing. Am I an optimizer? Yes, and most of my group is. As a DM there is good reason to try to keep players in line power wise. I want to give every player time to shine. I will work with characters in character creation and during the game to ensure that happens. Part of that can include changing rules that unnecessarily penalyze a specific in game choice.

Is this an 'optimizer's' behavior? Yes. But it is not a munchkin. The two are not the same thing (one is a more extreme version of the other though ofcourse).


Kolokotroni wrote:


Are you seriously calling someone who thinks the crossbow is a poor choice a munchkin? Its like saying someone is a munchkin for using a sword in place of a bow when their strength is 18 and their dex if 6. That isnt munchkining that is just plain sense.

No, I didn't say that. It's pretty obvious what I typed, and nowhere did I say "if you don't choose a crossbow you're a munchkin."

If you want to do the statistical probability studies to determine which is the "best weapon" to take, yeah, that's munchkin.

"My warrior takes a crossbow because his father made it," is a good roleplaying choice. A GM should say "Cool, I'm gonna reward you with plot points, or xp, whatever." A GM should not say "That's nice that you love your father and all, but a crossbow sux, so I'm going to make a new rule."

Ultimately, play how you want. But please comprehend what is written before heading off into strawman territory.

Cheers.


Why shouldn't a GM say 'crossbows are suboptimal, so I'm going to change them to be a little better'?

And since when is the GM improving things for his player 'munchkin'?

In short, ... whaaaa?

Liberty's Edge RPG Superstar 2015 Top 16, RPG Superstar 2013 Top 16

I've been pondering a similar house rule with another simple weapon: the venerable spear. It's pretty hard to simulate the Spartan or Zulu warrior, wielding spear and shield, in D&D/PFRPG without using a sucky shortspear instead of a real spear. So I propose, for your consideration, a house rule I call: "bastard spears." It puts spears mechanically on par with longswords or axes for martial characters:

Spears are two-handed weapons when wielded by anyone proficient in simple weapons. They are one-handed weapons when wielded by anyone proficient in martial weapons (but can still be wielded with both hands).


Doug's Workshop wrote:
Kolokotroni wrote:


Are you seriously calling someone who thinks the crossbow is a poor choice a munchkin? Its like saying someone is a munchkin for using a sword in place of a bow when their strength is 18 and their dex if 6. That isnt munchkining that is just plain sense.

No, I didn't say that. It's pretty obvious what I typed, and nowhere did I say "if you don't choose a crossbow you're a munchkin."

If you want to do the statistical probability studies to determine which is the "best weapon" to take, yeah, that's munchkin.

"My warrior takes a crossbow because his father made it," is a good roleplaying choice. A GM should say "Cool, I'm gonna reward you with plot points, or xp, whatever." A GM should not say "That's nice that you love your father and all, but a crossbow sux, so I'm going to make a new rule."

Ultimately, play how you want. But please comprehend what is written before heading off into strawman territory.

Cheers.

Your definition of muchkin is very different then mine. It takes no statistical analysis to realize that choosing a crossbow is problematic. It is plain as day. And just because you feel that only story rewards are appropriate rewards to give a player doesnt mean it works for other people. I comprehend what you are saying just fine. I am however requesting you take a quick step off your high horse and speak to the actual topic instead of applying an inappropriate label to someone who see's things differently then you.


Eyolf The Wild Commoner wrote:

Simply rule that rangers in general, if they have selected the archery combat path, get the rapid reload feat for free if they have a BaB of +4 or +6

This is an interesting solution, and I like it. The only thing I don't like about it is that it would take a while before it kicked in, so a ranger would have to go through a few levels of being a bit gimpy with his crossbow before he got the bonus feat.

I guess another thing I like about my +1 is that it applies to anybody with a longbow proficiency (although maybe that's not a feature).

I agree that recategorizing crossbows as non-"simple" is not a useful direction to go.


William Timmins wrote:
Why shouldn't a GM say 'crossbows are suboptimal, so I'm going to change them to be a little better'?

The solution is obvious. Give all weapons the same stats regardless of name. That way nothing beats anything else and you can have all the "flavor" you want without being "penalized".

Now all "strung" weapons have the same stats, so a crossbow ranger isn't penalized against a longbow ranger. Then again, a longbow and a crossbow are really difficult to use when trying to sneak and hide in the woods, so give the short bow the same stats a them because it really is a more appropriate weapon for a Ranger who needs to sneak and hide in the woods where range is pretty limited anyway so Range Inrc. is not an issue.

Yep ... the easy and obvious answer is to just give 'em all the same stats and be done with it.

:-)

Rez

P.S. [/sarcasm]


Rezdave wrote:

Yep ... the easy and obvious answer is to just give 'em all the same stats and be done with it.

This thread exemplifies everything that I love about RPG messageboards.

I post to share something that my group has decided is a nice fix for crossbow-wielding archers.

Then something like half of the remaining 36 posts are people arguing about whether or not I'm a munchkin.

Oh, and all of the points are cogently argued without using any hyperbole! That's also something I love about RPG messageboards!

</sarcasm>


js3 wrote:
I post to share something that my group has decided is a nice fix for crossbow-wielding archers.

Point is, "crossbow-wielding archers" don't need a fix.

There is a reason gang-bangers don't use zip-guns. Tek-9s are simply better for their purposes. If we were playing an RPG based on street gangs and someone chooses to be a dual-zipgun-wielding punk because it has "flavor" relative to their PC's backstory as an orphan growing up on the street and building them by hand to defend themselves then so be it.

But that doesn't mean that zipguns need a "fix" to be the same as automatic pistols.

As has been heavily discussed, crossbows and regular bows have different functions and different intended users. Each has advantages and disadvantages. Your Player has chosen to use a weapon for "flavor" when something else might be better suited to his situation and skills.

If he had chosen to be a TWF dagger-wielder instead of using twin-shortswords would you be searching for a "fix" for the dagger? (this is a legitimate question, not a snarky comment, BTW, as it parallels the Simple/Martial situation with the bows).

The mechanics work well the way they are. Your Player has simply made a choice and he should deal with the consequences of that choice. IRL I could have chosen to go to medical school or law school and been making far more money than I am in my chosen career. Does that mean that I should be paid the equivalent of a doctor's or lawyer's salary by my employer to "fix" the sub-optimal career choice I made and balance my earning potential? OTOH, I am very satisfied with my work and many experiences of my life that I'd have not had otherwise in a way that exceeds many of the doctors and lawyers I know.

The Player made his choice and he should live with it. Eventually he can get his masterwork crossbow magically enchanted with a rapid-fire function and that as an already-in-game fix. Otherwise, reward him with bonus RPXP if you feel you must.

However, the system itself doesn't need a "fix" for every "sub-optimal" choice. Otherwise, you really might as well make all stats the same.

Think seriously about the twin dagger/shortsword thing. If you wouldn't change that, why would you change crossbows? It's really the same argument either way.

FWIW,

Rez


Rezdave wrote:

If he had chosen to be a TWF dagger-wielder instead of using twin-shortswords would you be searching for a "fix" for the dagger? (this is a legitimate question, not a snarky comment, BTW, as it parallels the Simple/Martial situation with the bows).

I appreciate the lack of snark, and I completely understand the logical structure of the argument that you are making. However, the attempted analogy with dagger vs. shortsword is not appropriate.

I can understand why a shortsword is more damaging than a dagger. It's larger. It's heavier. It has a longer cutting edge. It makes perfect sense to me that a shortsword does more damage than a dagger, and I would not attempt to "fix" the rules so that a dagger-wielding character could do as much damage as a shortsword-wielding one.

However, I cannot understand why a crossbow is strictly less effective than a longbow. Historically, crossbows obsoleted longbows by being both easier to use, and better able to punch through armor. So it doesn't make sense than a crossbow-wielding archer should be strictly less effective than a longbow-wielding one. I'm not even asking that a crossbow wielder be _more_ effective than a longbow-wielder; a case for which a reasonable argument might be made. I'm just saying that they should be at least comparable.

I was not motivated to tweak this because I think that every player's role-playing decision should be rewarded with rules that cushion their poor outcomes. I would not feel compelled to cushion a dagger-wielding fighter from the reality that he will not do as much damage as a fighter with a bastard sword. But this particular case --- to wit, the fact that the light crossbow sucks compared to the longbow --- makes no sense to me AND it happened to be screwing my player.

Now, maybe my +1 to hit isn't the best mechanical way to achieve the crossbow/longbow parity I'm after, and I'd be happy if the discussion would focus on that particular issue. But maybe for the duration of this thread, those who feel that the crossbow needs no tweaking at all could kindly refrain from commenting? :-)


js3 wrote:


Now, maybe my +1 to hit isn't the best mechanical way to achieve the crossbow/longbow parity I'm after, and I'd be happy if the discussion would focus on that particular issue. But maybe for the duration of this thread, those who...

Are you interested in accuracy to historical significance or is elegance and fitting within existing rules more important.

In terms of 'real world' comparison, crossbows should be better at hitting targets with armor (or natural armor). Maybe a +2 to hit vs targets. Or just your +1 to hit is pretty effective and makes the crossbows a choice for characters with martial profficiency.

If all you are looking for is to make it a reasonable choice in terms of game mechanics I would probably create a martial version of both heavy and light crossbows in which their weapon damage die is moved up 1 step (d8 for light, d10 for heavy). This at least gives some reason to choose the crossbows, and I think is the simplest fit into the ruleset (no special rules).


Rezdave: Or maybe you can stop being sarcastic and notice that the system is filled with 'does different things but are balanced' elements, like axes vs. swords or whatnot.

A friend did point out crossbows do one thing longbows cannot: be fired from prone.

Now, personally, I can't recall anyone bothering to fire anything from prone, but that's something.


William Timmins wrote:

A friend did point out crossbows do one thing longbows cannot: be fired from prone.

Whoa, good point. I'm not sure how big an impact it is, but I definitely had not considered it.


Kolokotroni wrote:
js3 wrote:


Now, maybe my +1 to hit isn't the best mechanical way to achieve the crossbow/longbow parity I'm after, and I'd be happy if the discussion would focus on that particular issue. But maybe for the duration of this thread, those who...

Are you interested in accuracy to historical significance or is elegance and fitting within existing rules more important.

In terms of 'real world' comparison, crossbows should be better at hitting targets with armor (or natural armor). Maybe a +2 to hit vs targets. Or just your +1 to hit is pretty effective and makes the crossbows a choice for characters with martial profficiency.

If all you are looking for is to make it a reasonable choice in terms of game mechanics I would probably create a martial version of both heavy and light crossbows in which their weapon damage die is moved up 1 step (d8 for light, d10 for heavy). This at least gives some reason to choose the crossbows, and I think is the simplest fit into the ruleset (no special rules).

Wait a second.... *goes to look up heavy crossbows at the PRD* ... Yeah, Heavy Crossbows already deal 1d10 Kolotroni.

Anyways, one really simple fix would be to add a special clause to the Rapid Reload feat (or change this special clause's wording and put it under the crossbows)

Special: Characters proficient in all martial weapons gain this feat for free.

Boom, done.

Now, the composite damage is a problem (and I seem to remember a massive 'fix crossbows' thread during the beta wherein everybody (James included) agreed there was nothing wrong with 'composite crossbows' aka crossbows that had a strength modifier.

From a realistic perspective, it's because you can always build stronger bow arms from a stronger material, but many people couldn't bend them far enough to fire.

Ergo, houserule in strength rated crossbows, and there you go, it is done.

(Ironically, I've done a fair amount of archery myself, and the composite bows actually tend to have a reduced need for strength compared to straight bows, just thought I'd point out that random fact)


Kyrt, did you fire composite or compound bows?


kyrt-ryder wrote:


Wait a second.... *goes to look up heavy crossbows at the PRD* ... Yeah, Heavy Crossbows already deal 1d10 Kolotroni.

Anyways, one really simple fix would be to add a special clause to the Rapid Reload feat (or change this special clause's wording and put it under the crossbows)

Special: Characters proficient in all martial weapons gain this feat for free.

Boom, done.

Now, the composite damage is a problem (and I seem to remember a massive 'fix crossbows' thread during the beta wherein everybody (James included) agreed there was nothing wrong with 'composite crossbows' aka crossbows that had a strength modifier.

From a realistic perspective, it's because you can always build stronger bow arms from a stronger material, but many people couldn't bend them far enough to fire.

Ergo, houserule in strength rated crossbows, and there you go, it is done.

(Ironically, I've done a fair amount of archery myself, and the composite bows actually tend to have...

Totally blanked on that you are right, heavy crossbows are already d10, so d12 then for them (you will never have multiple shots a round with this even with rapid reload so i am ok with it being a d12).

And also like was asked, was it a composite bow, or a compound bow? Modern compound bows use a pully system to alleviate strain on the shooters arms. I have fired a composite bow, and I cant imagine any bow being more difficult to fire. It was like trying to bend a tree and hold it steady. (a small tree, a sapling but you get the idea).

I too dont have a personal problem with strength rated crossbows, I would probably just extend the action to reload them by 1 step if you dont have the proper strength rating.


kyrt-ryder wrote:


Anyways, one really simple fix would be to add a special clause to the Rapid Reload feat (or change this special clause's wording and put it under the crossbows)

Special: Characters proficient in all martial weapons gain this feat for free.

Boom, done.

Ah, that might actually be the best solution of all. I like it!


William Timmins wrote:

Kyrt, did you fire composite or compound bows?

I never really dug much into the terminology, most of my archery was done with a friend and we were more into hunting than shooting ranges.

To put it simply (so I don't have to google it lol) it was a recurve, no pulley system like the one Kolokotroni mentioned.

Oh, and Kolokotroni. d8 goes up to 2d6 (which I prefer over d12 for reliability) and d10 goes up to 2d8.

Feels about right, given the required feat expenditure. (and if I remember correctly there is a feat called Crossbow Mastery that would let you load a heavy as a free action, but you have to take rapid reload first Big price to pay, even if your planning to be a vital strike skirmisher with it and get your hands on a large one.)


js3 wrote:
However, I cannot understand why a crossbow is strictly less effective than a longbow. Historically, crossbows obsoleted longbows by being both easier to use, and better able to punch through armor. So it doesn't make sense than a crossbow-wielding archer should be strictly less effective than a longbow-wielding one.

Longbows with properly-tipped arrows can penetrate armor just as effectively as a crossbow.

The only reason that crossbows made longbows obsolete is that they are "simple". It takes years to train a Longbowman to the point that he has the strength and accuracy to wield a longbow and accurately penetrate said armor.

OTOH, for the cost of training, say, 10 men over many years in the art of the longbow, I can field a force of 50 men-at-arms or even conscripts with crossbows that will get the same job done but I can use average people rather than strong, trained ones.

Now, the bowmen can out-shoot the crossbowmen at a rate of, say, 2:1, but my crossbow force outnumbers them enough that I still end up with more projectiles flying down-range in a given amount of time.

1:1 the longbow arguably beats the crossbow as much historically as (game) mechanically.

The only reason that the crossbow won out on the battlefield was economics ... it was cheaper to field a large force of relatively untrained crossbowmen than train a force of longbowmen capable of inflicting the same casualty rate upon the enemy.

IMHO, no "fix" is needed. Crossbows are for wizards who run out of spells and for henchmen guarding your camp from goblins while you are in a dungeon.

R.

P.S. all "historical" numbers and costs above are purely speculative, but the crux of the argument is factual.


All right, lots of very good points.

But now... can anybody explain why a crossbow is _cheaper_ than a longbow, in the equipment list? :-)


Once you have the basic technology infrastructure, crossbows are a lot easier to churn out and have function 'well enough' than a longbow.

Longbows traditionally required special wood. If I remember right, there were stands of trees in England and/or Wales that were highly valued (IE: cut one of these trees and you die horribly) because yew trees were vital for making bows.

Composite bows are even harder to make, requiring laborious process of wood, glue, horn, wood, glue, trying and setting over weeks or months.

So, while at a game mechanical level I'd like things to be balanced but different, a lot of these details actually make sense on a RL level.

(I think D&D emulates RL to a degree that would surprise most people. AC works well. There, I said it)

I still like the 'martial prof, get rapid reload free' idea.

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