Thomas LeBlanc RPG Superstar 2012 Top 32 |
Why don't these exist I asked myself? So I have started allowing players to use them.
Costing:
The cost to make the composite longbow is a lower cost ratio increase compared to that of the composite shortbow. Is it harder to make a smaller item more powerful due to materials? And since making an item both reapeating and composite would be more difficult, a larger increase was added. Cost increases by 150 gp for each strength modifier instead of the standard 100 gp.
Composite Hand Crossbow - 225 gp, range 40 ft
Composite Light Crossbow - 110 gp, range 90 ft
Composite Heavy Crossbow - 80 gp, range 130 ft
Composite Light Repeating Crossbow -500 gp, range 90 ft
Composite Heavy Repeating Crossbow - 650 gp, range 130 ft
Crafting DCs were increased as well.
Item Craft _______________________ Craft DC
Composite Crossbow ______________ 18
Composite Crossbow w/ Str Rating ___ 18 + (2 x Str rating)
Mysterious Stranger |
A composite bow is just a bow that is constructed with a greater draw strength that allows you to shoot the arrow with more force if you can draw the bow. A crossbow usually uses a mechanism to draw back the string especially for the heavier ones. A lot of the time it is difficult if not impossible to draw back the string manually, but the mechanism allows anyone to do so no matter what their STR. In game terms the idea of a composite crossbow does not make since. The increase range and damage of the crossbow is already accounted for in the stats of the weapon.
Later in the middle ages they had some crossbows that the bow portion was made of metal called an arbalest that was stronger than even a heavy crossbow. It would probably do about 2d6 damage. But it would not have a STR rating because the only way to load it was with the mechanism.
Mudfoot |
You can certainly make a stronger crossbow; it just needs more strength to cock it. It's probably heavier and maybe larger, but otherwise the same as the equivalent type with the same mechanism.
PF doesn't describe crossbows very usefully. Something with the rate of fire in PF would be something like a stirrup bow or gastrophetes (for a light crossbow) or a goats-foot bow (for a heavy). A windlass bow is much slower and couldn't possibly be used in melee, AoO or not.
Wonderstell |
Well that's not a fair comparison. The Heavy Crossbow doesn't rely on your stats in any way, requires another reload feat to use effectively, and doesn't even follow the normal dmg dice progression. (1d8->2d6, not 1d10)
Paizo really should have included some Martial crossbows on par with bows, but it appears someone were of the opinion that crossbows were for unskilled combatants. All of the repeating crossbows, and the hand crossbow, should have been martial weapons.
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To differentiate crossbows from bows I'd make the "composite" crossbows key off Constitution rather than Strength. In this way it still provides the niche of "low-Str ranged weapon" while also being competitive.
And operating the mechanism is still tough work, even if not purely Strength-based, so Constitution fits.
Then make the Deadly Aim bonus increase by an additional +50% on crossbows.
Finally, Crossbow Mastery would also allow you to shoot twice (with a -2 penalty) as a standard action. Already having a bolt loaded should speed things up. Compatible with Vital Strike because why not.
Bjørn Røyrvik |
Clarifying terms: a composite bow is one where the bowstaff is made of more than one material. Traditionally this is done because you can't find good wood for the bowstaff. The heaviest historical bows, the English/Welsh longbows like Joe Gibbs shoots, were not composites.
The bow of a crossbow was often made of a single material, usually wood, or steel. Again, composite material doesn't make a bow inherently stronger than a non-composite, it's just a way of making up for inferior materials.
TxSam88 |
Well that's not a fair comparison. The Heavy Crossbow doesn't rely on your stats in any way, requires another reload feat to use effectively, and doesn't even follow the normal dmg dice progression.
right, the REASON it has more damage dice and is harder to reload is that it takes more effort (strength) to load it. basically the STR bonus is built into the damage dice, instead of an extra bonus.
Mysterious Stranger |
In real life a crossbow does not rely on the users muscle. The heavier crossbows use a mechanical crank to draw back the string. Anyone able to manipulate the crank can load a crossbow. The crossbow stores a set amount of kinetic energy and releases it when fired. Cranking it faster or harder makes absolutely no difference. The amount of kinetic energy remains the same no matter how it is loaded. You can have one person load the crossbow and another person fire it and it does exactly the same damage.
A composite crossbow makes about as much sense as a composite pistol.
Bjørn Røyrvik |
In real life a crossbow does not rely on the users muscle.
Um, yes, they very much do. The mechanical devices act as force multipliers but you need muscles to use the mechanisms. Spanning it faster means you shoot faster but you are right that spanning faster or harder doesn't impart more force than the crossbow is designed for.
(almost?) all pistols are technically composites.
Wonderstell |
Wonderstell wrote:right, the REASON it has more damage dice and is harder to reload is that it takes more effort (strength) to load it. basically the STR bonus is built into the damage dice, instead of an extra bonus.Well that's not a fair comparison. The Heavy Crossbow doesn't rely on your stats in any way, requires another reload feat to use effectively, and doesn't even follow the normal dmg dice progression.
But the Longbow doesn't require more effort to reload. Neither does the Orc Hornbow. Realistically they would both require more effort than a shortbow to pull, but that's ignored because they're bows. And they have composite versions.
Mysterious Stranger |
A composite bow (or an orc hornbow) with a STR rating does in fact require more effort to load. If you lack the required STR you take a penalty to hit and do not add the extra damage from STR. Bows have a draw weight (often referred to as poundage) that measures how much force is required to draw the bow. The higher the draw weight the more kinetic energy the bow transfers to the arrow. A person who is not strong enough to handle the draw weight cannot pull the string back as far and struggles to shoot the bow.
The game abstracts a lot of this for ease of play. A composite bow is basically a bow with a higher draw weight. Part of this abstraction is that only composite bows can have a STR rating. In reality all bows should have been able to have a STR rating.
The real difference between a normal bow and a composite bow is the length of the bow. A composite bow because of the construction can be shorter and have the same draw strength. It has to do with the fact the curve is more pronounced and that the bow does not break because of its construction. The smaller size allows it to be used while mounted. Crossbows used the same construction techniques already. The curve length of a crossbow is already shorter, and the bow is reinforced to allow it to be drawn. In some cases, the crossbow is made out of metal which is significantly stronger than any wood.
If pistols are already composite, why are you not arguing they should be able to add the STR bonus to damage? A Crossbow function more like firearms than bows.
Wonderstell |
A composite bow (or an orc hornbow) with a STR rating does in fact require more effort to load. If you lack the required STR you take a penalty to hit and do not add the extra damage from STR.
Follow the conversation. A longbow does not require more effort to load than a shortbow, as per the game system. It is not a good analogy to call Heavy Crossbows the [composite crossbows of Light Crossbows] when they mechanically doesn't function in any way like the composite bows.
Just as a Longbow isn't the composite version of a Shortbow, a Heavy crossbow is not the composite version of a Light crossbow.
A composite crossbow, as per the game system, would entail adding an ability mod to damage with no increase in reload time. This does not exist.
A Crossbow function more like firearms than bows.
What?
The mechanism of a crossbow isn't automatic. It may be easier than drawing it "by hand" but it's not easy work. Give an arbalest to a ten year old and they won't be able to use it. Crossbows definitely had a requisite strength needed by its wielder, and it would be perfectly logical to introduce crossbows with higher requirements for greater gains.
Azothath |
the game model of a pulled bow vs a mechanical crossbow have been around for many years.
Why they didn't just do crossbow damage at 1d6+4 is I assume a love of flat probabilites thus 1d10 (and saddling those simple weapon users with worse probabilities).
Theres the tradeoff of rate of fire and we all know shooting 5 arrows a round is a clear fudge for the game. Additionally there's the auto crossbow with 5 bolts.
Dual wielding has also been addressed.
the proficiency difference (simple vs martial) is a nod to history and training needed.
I'll add that people go on about leaving crossbows cocked and the problems... guess what? It is not a problem with a metal or high tensile strength string (the fatigue on the arms is minimal and well within the working load. The area where the catch holds the string is more the issue.).
you clearly could increase the tension on a crossbow to increase damage but that really has mostly been avoided as they didn't want to base something on Str or additional crank time. There's also guns in PF1... gravity bow spell... carry a loaded size large hvy crossbow in your handy haversack, cast enlarge person then pull it and cast gravity bow for fun... diminishing returns...
Azothath |
If you want to increase damage to crossbows in your home game there are two tacts;
1) increase rate of fire
2) increase tension thus damage (from strength).
#1 is problematic with the times for cranking. You could go with an autoload & crank magazine using clockwork mechanisms (seems the simplest using current in-game models). The magazine and specialized crossbow set the rate of fire. There will be significant increase in costs.
Another method is to use a chemical source of power like gunpowder or peroxide (with Pt catalyst).
Just remember you are throwing simple weapon users(like wizards) a bone and making crossbow specialists a threat (rather than a joke).
Overall it DOES need to balance with having an unseen servant and 2-4 loaded crossbows on hand over 3-5 rounds.
#2 is simpler, bigger tension and likely 2-3 crank gears. Having higher strength will eliminate having to use the lower(high mech advantage) gears and rationalize the lead to quicker cranking time. Better (smoother) latch design and high tensile string material is the concern. So cost of materials is less than the crafting expertise involved for cost variables.
with all this I still advocate limiting rate of fire(RoF) on hand loaded ammo to (Dex modifier +1 per round, at Dex 8 that's 1 per 2 rounds). You can add an effective +1 Dex for RoF to Point-Blank and Precise Shot.
FYI I get RoF=0.075x^2 + 0.68x +1.2 where Dex mod=x.
Mysterious Stranger |
Game mechanics of weapons are an abstraction of a real-world item. Just because one item uses a particular game mechanic does not mean that game mechanic is suited for other things. The bastard sword is a two-handed weapon that can be wielded one handed by taking a feat. Why are there not bastard maces, flails or pole arms?
The game mechanic of a composite bow is an abstraction of the draw strength of the bow being higher therefore increasing the damage the bow can do. If you lack the strength to fully draw the bow you have difficulty firing the bow. This is appropriate because when you use a bow the wielder has to physically pull back the string each time it is fired. This abstraction is not appropriate for the crossbow.
The crossbow uses stored energy instead of direct energy. To load the crossbow the string is always pulled back to the same spot and stores the same amount of kinetic energy every time. It does not matter if the person loading it can barely work the mechanism or if they can work it with one finger. You can even have someone else load the crossbow and it still stores the same kinetic energy. Most crossbows can only be loaded by the mechanism because humans are not strong enough to pull back the string. The mechanism uses leverage to multiply the loaders strength to pull back the string. Someone with a higher strength might be able to load the crossbow faster but would not store more kinetic energy. If you want to argue someone with a higher STR can load a crossbow faster I could see that, but not it is doing more damage.
A 10-year-old child can and did load crossbows. Since they take so long to load, they would often have use children to load crossbows when defending a wall. The child would load the crossbow for the warrior so they could fire them more rapidly. After firing a crossbow, the warrior grabbed a loaded crossbow and discarded the one he just used. The kid would then grab that bow and load it for the warrior.
Loading a crossbow is actually a lot easier than loading black powder. It takes a little muscle but not as much as you would think. Crossbows often had braces to help make them easier to load. As long as the string is pulled back it works. With black powder if you load it wrong it can fail to fire or even explode in the barrel.
Before you use an abstraction (game mechanic) you should be able to explain how it works in the real-world terms. Please explain how someone with a higher STR (and only that person) will do more damage with a crossbow, but when they give the loaded crossbow to another person does not do more damage. I am really curious as to what a such a crossbow would look like and the real-world physics behind such an item.
Mudfoot |
The same crossbow will always do the same damage regardless of who shoots it (feats like Deadly Aim, etc aside). But a crossbow with a stiffer bow or a longer draw will do more damage, and (all else being equal) require a stronger user to draw the thing with the same ROF. Why is that so hard to understand?
Azothath |
{1}The same crossbow will always do the same damage regardless of who shoots it (feats like Deadly Aim, etc aside). {2}But a crossbow with a stiffer bow or a longer draw will do more damage, and (all else being equal) require {3} a stronger user to draw the thing with the same ROF. Why is that so hard to understand?
y on part 1.
y on part 2 assuming f=kx spring constant and dmg scaling with momentum(p=mv) or KE((mv^2)/2, longer draw).maybe on part 3. If a single gear is used it is more a matter of time as the mechanism has a high ratio. With a simple 2-3 gear transmission (or changable gear ratio) you can translate cranking force into latch pull speed.
I didn't respond to MystStrngr as it is not a requirement and I wasn't quoted.
Derklord |
The same crossbow will always do the same damage regardless of who shoots it (feats like Deadly Aim, etc aside). But a crossbow with a stiffer bow or a longer draw will do more damage, and (all else being equal) require a stronger user to draw the thing with the same ROF. Why is that so hard to understand?
It's not hard to understand, but you're making assumptions. You're assuming the strength of the person loading the crossbow is the limiting factor on how much draw strength can be used, but I don't think that's the case. If the crossbow's draw strength is already at the limit imposed by construction and materials, "a stiffer bow or a longer draw" don't work.
Heavy crossbows use winches, which means the strength required depends on the transmission (i.e. the ratio between the different gears). It's not complicated to make even the heaving more turns of the winch.
If anything, the strength score would affect reload speed (using a winch with a lower transmission allows faster cranking if you have the required strength), but that particular mechanic is not implemented in the game. Therefore, we can presume that a heavy crossbow is already at maximum draw strength possible. And if a heavy crossbow at maximum draw strength is 1d10, a light crossbow with its 1d8 must logically be so, too.
I you want more realism, make it so that it requires a certain strength scomodifier to draw (i.e. load) a crossbow. But the strength score affecting damage makes no sense.
TxSam88 |
The same crossbow will always do the same damage regardless of who shoots it (feats like Deadly Aim, etc aside). But a crossbow with a stiffer bow or a longer draw will do more damage, and (all else being equal) require a stronger user to draw the thing with the same ROF. Why is that so hard to understand?
1. Yeah, a stiffer bow will do more damage, hence the heavy crossbow.
2. no, anyone can still draw a heavy crossbow because it uses a winch system to give mechanical advantage to the person drawing it, hence the lower rate of fire.Mark Hoover 330 |
If we're going to have a composite crossbow, in other words somehow Str bonus applies to damage dealt with the weapon, then I want a Martial version of a sling that can be loaded as a Free action without a halfling race trait or 2 other feats. I also want that sling to get its own version of the Manyshot feat so I can fire as many sling bullets as I can arrows.
Azothath |
there's a ballester or in the game a stonebow which also includes a -1(-1 sz cat dmg) for stones rather than bullets.
historically, crossbows had several versions. A 21st century composite crossbow is shown.
I posted above the two variables if you want to play with this. Again; load & crank time, and then gearing to reduce crank time for higher Str. The bow itself has a 'set' strength based on the draw or pull. You could put stops/pegs for variable strengths in the crossbow but that would make the stock rather long for a given lath and take a few rounds to reset the crossbow for a given strength. Otherwise you'd need different laths as the adhesive between layers is critical unless you go with a leaf spring design. Again, changing laths quickly in a few rounds would adjust the crossbow. You don't want people making craft checks and "repairing" their crossbow in combat - that will work but just impractical in game terms.
Given the crossbow cost at 35 & 50gp.
=== guess ===
>> Str mod: add 300gp for mw then +100*(Str bonus to +4) with no increase in Rate of Fire (crank time stays the same, so there's a hidden gear modification at figured in the Str bonus & mw). going with bow costs I'd leave it as a simple weapon.
>> A PC is likely to need Adaptive +1. Applying this to simple weapons moves it to a martial weapon.
>> Reducing crank time is not mechanically complex BUT it does affect action economy which is a big game issue (remember the super fast loading gunslingers?). Here I'd go +300mw and above charge for Str mod*100 then +1000 weapon modification for reduction by a move action (Full to std action, Std to mov action (best)), the weapon increases on the path of [simple-martial-exotic] type, gains the clockwork type, crossbow must be cranked for 3 full rounds to yield 6 total shots at the reduced cranking rate.
>> A fully automatic clockwork crossbow would have precranked magazines of 6 bolts (like the repeating hvy crossbow $400) and be $1350 and load as a standard. Each magazine (after the first) is $325 {no bolts} and has to be loaded and cranked taking 4 rounds. Magazine attaches to center bottom of stock and holds 6 bolts $325 3lb.
Azothath |
-edit-
there's a ballester or in the game a stonebow which also includes a -1(-1 sz cat dmg) for stones rather than bullets.
...Given the crossbow cost at 35 & 50gp.
=== guess ===
...
>> Reducing crank time is not mechanically complex BUT it does affect action economy which is a big game issue (remember the super fast loading gunslingers?). Here I'd go +300mw and above charge for Str mod*100 then +1000 weapon modification for reduction by a move action (Full to std action, Std to mov action (best)), the weapon increases on the path of [simple-martial-exotic] type, gains the clockwork type, crossbow must be cranked for 3 full rounds to yield 6 total shots at the reduced cranking rate.
>> A fully automatic clockwork crossbow needs to be wound, has a magazine of 6 bolts (like the repeating hvy crossbow $400) is a martial weapon Hrd:8 HP:8 and with magazine Hrd:8 HP:12 $1350. With adaptive and/or Str modifications it becomes exotic.
A clockwork crossbow magazine attaches to center bottom of stock and holds 6 bolts {comes without bolts} and needs to be wound Hrd:8 HP:4 $325 3lb.
Clockwork mechanisms are vulnerable to electricity and suffer 1.5*damage after Hrd. I've reduced hardness by 2 and hps to reflect the delicate nature of the mechanisms.
The crossbow needs to be wound for 1 full round every 12 shots or 2 magazines to keep its mechanisms going and allow quick magazine ejections and firing up to 5 shots per round otherwise it defaults to 1 shot per std action with a cranked magazine. A wound crossbow loads a magazine as standard action otherwise it is a full action. An unwound crossbow with an uncranked magazine does not function. A wound crossbow and uncranked magazine normally can fire once and then both are considered unwound. An unwound crossbow and cranked magazine can fire once per std action(with haste you could fire twice).
A clockwork crossbow magazine has to be loaded (1r) and cranked (3r) taking 4 rounds.