I’m sure there are various ideas out there, and this might have been discussed before, but I’d like to share a suggestion—coming from a Ranger main (please don’t crucify me just yet).

The proposal is to introduce a fatigue mechanic for bows.

It currently seems somewhat unrealistic that Rangers can draw an arrow back and hold it indefinitely, patiently waiting for a player to peek or make a move.

To elaborate, we could differentiate between recurve bows and longbows by how long they can be held drawn. For instance, with a longbow, you might be able to draw and hold it steady, aiming for approximately two seconds before you start to experience a gradual wobble. This wobbling effect would worsen over time until you’re either compelled to release the arrow haphazardly or un-draw, take a breath, and attempt to aim again.

I believe this change could bring a healthier dynamic to the class (and any other bow-using class) by necessitating more player engagement in combat. Players would no longer have the option to indefinitely hold an angle with a drawn arrow.

What are your thoughts on this proposal?

Just to clarify, recurve bows and longbows generally have similar draw weights. However, the key difference lies in their ease of storage, with recurve bows being more convenient due to their design.

Historically, recurve bows were indeed more expensive to produce and more prone to failure, often due to natural glues that were susceptible to moisture. Although professional archers could hold a drawn bow for extended periods, the tension exerted by high draw weights led to distinctive skeletal changes in their bodies.

Additionally, it’s interesting to note that bows outperformed crossbows in several ways. Bows had greater range and speed, although crossbows did have higher draw weights but significantly shorter draws. Bolts used with crossbows had their own issues, such as reduced momentum and shorter length.

Surprisingly, in various historical contexts, archers had an advantage in piercing armor compared to sword and axe wielders, who had to resort to techniques like half-swording or using rondels (specific anti-armor weapons) to target armor gaps. Contrary to the game’s representation, crossbows were less effective against armor than arrows.

In conclusion, it might be intriguing for Ironmace to explore more weapon options that are often overlooked in D&D. A wider range of weapons could enhance variety in the game. Ideas like plumbata, wind-up javelins, or rare and unique weapons could add exciting dimensions. Perhaps even introducing new combat techniques like cape defense with rapiers, close-range nets, using a longsword’s pommel base as a distraction, or wielding sword breakers could further enrich the gameplay experience.

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