Omote wrote:redwullf wrote:Omote wrote:2.) Most recently. I use ROF (Rate of Fire) for bows into my C&C campaign. I have since the CKG came out. No problems there. However, I let Pull Weight for bows in the same campaign without giving a ton of thought to allowing both of those rules to work together. The PCs are 3rd level now. Once they discovered the combination of ROF + Pull Weight (STR 18), the characters that could use bows and have a STR of 18 (a fighter and a bard), are shooty-McShooterstins. The bow has become THE weapon of choice for a fightin'. Sure, I don't allow them to use ROF in melee combat, but they went around that by making sure they are never right up agsint a bunch of enemies and they always spend a round laying out a ton or arrows in front of them so they can shoot so fast. Unfortunately I had to house rule that stuff fast.
Or give the same power to monsters. Have a group of ambushing Orc archers with heavy Orc bows bring the same pain.

Too true. So very true. If you give this ability to monsters (which you should), it's important to note that monsters tend to have a better BTH than PCs, at least they're equal to the fighter class. Watch player's expressions dwindle when the 8 HD orc comes with his BOW OF DOOM!
~O
I consider that the real test for if something is "broken" or not. It is one thing when just one or two players are doing it, but another thing entirely when you give it to a mass of monsters with many more individuals doing it. The bow rules I mentioned earlier weren't bad when looking at just the one player who wanted to be the bow master. Then I did a group of 20 monsters, an average of 3 HD lower than the party, something they normally handled pretty easily with their spells, etc... This time I had 10 of them hang back and use the new bowmaster rules I was testing. I use SIEGE chacks to have players/monster "trigger" any special attack they want to try. Out of this 10 I was successful with 6 out of 10 of them, which was two higher than the mathematical average of the 4 we would normally see. I always target spell casters first, because any smart creature should. That first volley took out the mage and put down the Ranger by about half his HP. The mage never even go off a spell. The rest of the party was involved in direct melee, including the two clerics, with the 10 who charged.
So I did the attacks of those who charged, doing decent damage to everyone, including the Ranger.
On the next round I determined the archers had now spotted the clerics, because they were now preparing to revive the downed mage, so had their Holy Symbols out in preparation for casting spells. So I targeted 1 of them, because they were both in heavy armor, so knew they should concentrate fire. So they did. I rolled 7 successful SIEGE checks this time, and all 7 hit, because out of 7 rolls I did not roll below a 16 Kind of mind blowing. So not only did I hit the cleric, I hit him with enough damage to outright kill him, because two of the rolls were crits, which does double damage on ranged attacks in my games. So two of 6 already down or dead by round two. Then the melee attacks, they too went after spellcasters, So were able to put 2 on the Ranger and 3 on the other cleric while the other 5 occupied the Knight and fighter. I got one hit on the Ranger and 2 on the cleric, and the cleric failed his Concentration check, so was unable to revive the mage.
Round 3. The Archers concentrated their fire on the other cleric. This time only 5 succeeded on their SIEGE checks and were still able to attack (Failed SIEGE checks meant they failed to set up their "trick shot" so had to try again next round), I hit with 4 of them, on the cleric. Again with 1 Crit, so effectively hit with 5 successful attacks. Combined with the several hits he had took already, he went down. So now all the spell casters are down, and the players are panicking.
On the next round the Ranger finally goes down.
Now the Knight and Fighter had high AC's, in the 20's (Both 26), so were getting hit much less often. The clerics were AC's 21 and 23. So were hard to hit, but my dice roller was hot.
So the fighter was happy, because he was engaged in full Mass Combat Dominance, which by my house rules allows him one attack on each opponent he is engaged with, so was getting 6 attacks in per round, one per opponent. Which is awesome, but at the same time, he is only hitting each once per round, if he hits. So the war of attrition is on. The Knight starts his Inspire. This gives them each a +3 to hit.
So to make a long story short, with timely uses of Potions of Heal, the Fighter and Knight, with their tank armor and great to hit modifiers, won the day, with about 26 HP left between them. By that time they had two dead, because the mage had bled out.
Still, the bottom line lesson was clear. The Bowmaster rules were too deadly when used by larger numbers against fewer numbers, with the smaller numbers typically being the PC's. So was too unfair to the PC adventuring model, so I scrapped them.
Since its 20,000 I suggest "Captain Nemo" as his title. Beyond the obvious connection, he is one who sails on his own terms and ignores those he doesn't agree with...confident in his journey and goals.
Sounds obvious to me! -Gm Michael
Grand Knight Commander of the Society.