![]() ![]() Having an entire squad of conscripted peasants with crossbows can really put a damper on an approaching enemy, especially if they fire in waves (1 firing, 1 reloading, switch).įorth, remember that for someone "specializing" in a crossbow, they are already using a sub-standard weapon. Any loser can pick up a crossbow and take a pot shot at the opponent every other round or so. They are meant to be used by those who have no other means to attack. Third, remember that Crossbows are not meant to be a primary weapon. This reflects how they could even be used adequately by untrained persons. For exotic crossbows, do the same, except that they can step down to martial proficiency (again, with increased reload and no one-handing). As simple weapons, their reload time is increased by 1 and they cannot be used one-handed (except for hand crossbows). Second, Crossbows that are currently martial weapons would be given the caveat that if you lack martial proficiency with them, you can treat them as simple weapons. ![]() For example, a Heavy Crossbow with a Str rating of +4 would let you use up to a +4 Str bonus to apply +6 damage (4 * 1.5), but if you had less than a +4 Str modifier, reload time would go from full-round to 1 round (meaning it provokes at any time during the round until the start of your next turn). Treat it as a two-handed weapon such that you get 1.5x Str to damage. In the case of a crossbow, it should be a penalty to reloading speed reloading is increased by 1 step if you don't have the necessary strength. With a Bow, if you have lower than the strength rating, you suffer a penalty to your attack roll. But it would need to be a bit modified due to the nature of the weapon. The harder it is to crank, the more tension you can store up and the harder it will hit. They were not meant to be as good as bows and, surprise, they are far inferior to bows.įirst, use the composite bow mechanic of having a strength rating for crossbow damage. Keep in mind that, traditionally, crossbows were meant to be a ranged weapon that didn't require tons of training to use and could even be given to conscripted peasants so they wouldn't just stand there like a bunch of useless yokels. Ok, here's what you do to "fix" crossbows. I would like the thoughts of the community. Possibly some combination of the two might hit a sweet spot. Armor penetration seems flavorful but also super powerful if not done correctly. I've seen someone propose giving the full Early Firearm Penetration ability and others just reduce the bonus armor gives (Though giving a bonus to attack seems easier to me).Īdding damage seems like it buff the cross bow but does not make it worth using given the remaining draw backs. This makes since given the major real world advantage of crossbows was that they where highly effective at punching through armor. The other solution I've seen is to give cross bows the ability to ignore armor similar to the ability that firearms have. Though given the feat your spending on Repeating to still have the reload draw back this seems fairly meh. The two solutions I've seen to damage are allowing strength to be applied to crossbows which puts damage on par with an longbow 5.5+STR mod average or just up the damage dice to 2d6 for a heavy crossbow 7 damage average. They all seem to boil down, outside of the crazy ones, to increasing damage or giving armor penetration. I've done a few searches on the topic and I've seen a few different solutions. I think Crossbows are cool and should be a valid option. You spend an exotic weapons proficiency feat for this? Even with just a STR Mod of 12 given the repeating crossbows need to take a full round action to reload that provokes and attack of opportunity the Longbow is clearly better. Takes an exotic weapons proficiency and yet does 1d10 damage average of 5.5 damage vs Composite longbows 1d8+STR Mod 4.5+ STR Mod Damage. Particularly the Repeating Heavy crossbow. ![]() So the classic problem of the crossbow being overly weak is coming up for me.
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