Archers are not a class in most RPGs. But they should be. IN ToA, the closest you'll get is probably a Fighter with the Ranged combat style, or a Ranger. Rangers start out with a longbow. But their class abilities are not as martial as a Fighter.
I like Rangers. But they're not Archers.
This is the entry for the 'Ranged' combat style on the Adaptable table (number 6) on page 31 of the ToA Rulebook:
When you make a ranged or thrown attack, targets lose any AC bonus due to cover. Additionally if you miss your target you never reroll the attack against an ally in the same melee.
On the whole, I like the Adaptable entries, but there are a few reasons why this entry stands out from the others as a bit weak.
Firstly, if you don't want to play an archer, its useless. A lot of folks play Fighters specifically to enjoy melee combat.
Secondly, it dicourages the use of cover, which is a cool thing to have; its a free, easy thing any player or NPC can do to improve their chances of survival. It engages the players with the terrain and NPCs using it makes players think about alternative routes of attack.
Thirdly (slightly repetitious, I know, bit valid, I think), it removes a rule (cover), instead of adding something.
Fourthly, it doesn't really do archers justice. There is lot more to being an archer than shooting through cover and most of them are more fun.
Finally, I actually think Archer ought to be something closer to a class, and I'll finish with some ideas about how to adapt the Fighter class to be more archer friendly, without re-writing a whole thing.
Adapting the Adaptable.
I suggest that if you want to give players the option of playing Archers that are distinct from Fighters, you replace 'Ranged' in the Adaptable table altogether. I replace it with 'Shield Wall', which gives any Fighter armed with a shield and standing shoulder to shoulder with an ally an additional +1 AC bonus, which , if they choose, they can lend to the ally. Only one of them gets the bonus, but if two Fighters do this, obviously, they'll both get it. I allow this to be taken as a unique Ability by non-Fighters, IF there is a fighter in the group that has it. I figure a trained fighter would explain it.
Ranged Styles.
I decided I needed a new table of styles, suitable for Archers. Some of these of course, you could just take as Unique Abilities. But my feeling is that players either want to play a full-on Archer type, or they don't bother with ranged weapons unless they are playing a Rogue or a Ranger (in which case these work as unique Abilities). I only have ten, so far.
1. Fast Shot - once per combat round, take an additional shot as a free action with a penalty of -2.
2. Arrow Storm - shoot two arrows at a time, at the same target, with Disadvanatge. Take twice to reduce the penalty to -2. Wether it can be take three times is up the GM.
3. Long Shot - reduce Range by one band.
4. Sniper Shot - as long as you take no other action in a round, attack with Advantage.
5. Deadly Shot - increase damage die by one die type.
6. Moving Shot - move and shoot at the same time with no penalty
7. Moving Target - half penalties for shooting at a moving target.
8. Mounted Shot - take no penalty for being mounted.
9. Arrow Snatcher - on a successful Dex test, snatch an arrow from the air that was aimed at you.
10. All Weather Arrow - ignore penalties for weather.
Archer as Class
Key Attribute: Dexterity
Hit Points: Equal to Con score + (Level x2)
Weapons: All
Armour and Shields: All
Class Starting Gear: Longbow (1d8), Light Axe (1d6), Dagger (1d4), Reinforced Leather armour (new) (+2 AC), a quiver of arrows (20).
Continue to use the Fighter class abilities, but any class ability that begins with 'When using a weapon' now should be read as 'When using a melee weapon' for Fighters and 'When using a ranged weapon' for Archers.
As usual, if you use it, let me know!
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