Walks with the Snails
Erudite
Well, D&D has them, doesn't get much more mainstream than that. You should be able to make one with high crafting skill.
Great idea.Rabby said:In addition to just more accurate, faster firing, and higher damage, perhaps some unique skills and different attack styles can be learned in bow training that's inaccessible to the less rigorous art of crossbow-shooting.
Hmm, don't think it would work. In PnP maybe, but not in CRPG where an archer would be shooting non-stop anyway.1. A 'trance' or a 'groove' in shooting. Where you lower the AP required to shoot each arrow, but that bonus is lost whenever you move or perform an action that isn't shooting the bow. In other words, continuous shooting allows you to fire at a higher rate since you've gotten into the groove/trance.
Why would anyone choose to do less damage? I don't have any low HP enemies like rats or ants, but I'm curious about what you had in mind.2. Called shots on the amount of damage you deal. Since a bow offers more flexibility in the tension of the string, you don't need to pull it perfectly taut every time. Instead of dealing, say, 6-12 damage per arrow, you can choose to deal 3-6 for example. It'd be neat if certain quests or encounters prompted events when the enemy's HP is low so an ability like this would actually be useful.
That I'm considering currently. It's a good advantage, and it does remind me of Burst.3. Firing multiple arrows simultaneously, at multiple targets. I think this would be self-explanatory.
I like that as well. Basically, it would make any cover less effective. Thanks for your thoughts.4. Firing over cover. Instead of aiming directly at your target, you can fire upwards and gauge the descent of the arrow to land on top of your victim. Otherwise impossible shots can be made with this technique.
Vault Dweller said:Hmm, don't think it would work. In PnP maybe, but not in CRPG where an archer would be shooting non-stop anyway.1. A 'trance' or a 'groove' in shooting. Where you lower the AP required to shoot each arrow, but that bonus is lost whenever you move or perform an action that isn't shooting the bow. In other words, continuous shooting allows you to fire at a higher rate since you've gotten into the groove/trance.
Vault Dweller said:Why would anyone choose to do less damage? I don't have any low HP enemies like rats or ants, but I'm curious about what you had in mind.2. Called shots on the amount of damage you deal. Since a bow offers more flexibility in the tension of the string, you don't need to pull it perfectly taut every time. Instead of dealing, say, 6-12 damage per arrow, you can choose to deal 3-6 for example. It'd be neat if certain quests or encounters prompted events when the enemy's HP is low so an ability like this would actually be useful.
At multiple targets? C'mon, it's way too arcade. At one target, just like burst in Fallout - maybe. But not more the 2 arrows, unless you'll come up with special implement for this.3. Firing multiple arrows simultaneously, at multiple targets. I think this would be self-explanatory.
Well, that would be fine, but only game that has proper mechanics of this so far is E5 . Not that easy to make and balance, you know.1. Spraying cover fire. Your chance to hit is drastically less, but the opponent who is the target of the cover fire would have his AP reduced in the next round. Would be a handy option to have trying to save your teammate who is making an escape from the enemy.