Ranged Weapon Rebalanced (3.5e Variant Rule)

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Author: Leziad (talk)
Date Created: 29th December 2016
Status: In Progress
Editing: Clarity edits only please
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Ranged Weapon Rebalanced[edit]

The way DnD handles ranged weapons has always been somewhat troublesome, the system has a huge bias toward bows over crossbows for no real reason, as well as multiple oddities. This compilation of simple rules is meant to alleviate those issues.

Proficiencies[edit]

The first thing to change are the proficiencies of various ranged weapons. While crossbows were a bit easier to use than bows it is hard to judge reality in game terms. It seem logical that some bows are easier to use than others and some crossbow harder to use than others.

Being martial weapons now, the Heavy Crossbow now only requires a move equivalent action to reload.

The shortbow is likely to be a weapon used by commoners and militia, so is the light crossbow. However heavy crossbows and longbows are military weapons requiring actual training to use and are thus martial weapons.

The two new weapons introduced now fill the old niche the shortbow and heavy crossbow used to fill. The riding bow is now the shortbow used by proper mounted warriors, while it is weaker than the longbow at the same proficiency, it can be used while mounted and is more accurate while mounted than the simple shortbow. The arbalest deals heavy damage and is much better at critting but must be used two-handed and require a 1 round action to reload.

Size and Range[edit]

It is very silly that large and small weapons have the same range, thus a giant with a longbow has the same range as a gnome with a much much smaller weapon. This is especially egregious in cases where the creature's reach is actually larger than the range increment of the weapon. A simple fix is to increase the range increment cumulatively by 20% for each size category a weapon is above medium and decrease it in a similar manner for each size category it is below small.

New Ammunition Types[edit]

This supplemental rule adds new types of ammunition for both bows and crossbows (and includes homebrew ones for easy reference). Having multiple types of ammunition is very handy for characters adventuring, therefore this rule includes both combat and non-combat oriented ammunition.

Table: Bow and Crossbow Ammunitions
Arrow Type (Quantity) Cost Weight (per 20)
Barbed Arrows (10) 1 GP 3 lbs.
Feathered Arrows (10) 1 GP 3 lbs.
Fire Arrows (1) 1 GP 6 lbs.
Firecracker Arrows (1) 2 GP 4 lbs.
Groundskipper Arrows (20) 1 GP 3 lbs.
Heavy Arrows (5) 1 GP 6 lbs.
Injector Arrows (10) 1 GP 3 lbs.
Standard Arrows (20) 1 GP 3 lbs.
Perforating Arrows (5) 1 GP 3 lbs.
Water Arrows (5) 1 GP 4 lbs.
Wooden Arrows (50) 1 SP 1 lbs.
Bolt Type (Quantity) Cost Weight (per 10)
Barbed Bolts (5) 1 GP 1 lb.
Clusterbolts (1) 30 GP 2 lbs.
Feathered Bolts (5) 1 GP 1 lb.
Flinthead Bolts (5) 1 GP 1 lb.
Groundskipper Bolt (10) 1 GP 1 lb.
Heavy Bolts (5) 2 GP 2 lbs.
Standard Bolts (10) 1 GP 1 lbs.
Perforating Bolts (5) 2 GP 3 lbs.
Wooden Bolts (25) 1 SP 0.5 lb.
  1. Cost figures are for Medium weapons. A Small weapon weighs half as much, and a Large weapon weighs twice as much.

New Ammunition Description[edit]

Barbed Arrows/Bolt: These arrows and bolts are designed to leave nasty wounds, causing 2 points of bleed on damaging a creature. The arrows remain in-bedded, causing 1d2 of bleed every turn until pulled out, which deal 2 more bleed. Multiple barbed arrows overlap, they do not stack.

Feathered Arrows/Bolt: These arrows and bolts were made by master fetchers using high quality feathers, increasing their range by 25%.

Fire Arrows: These arrows are designed to be ignited as a move action, dealing an additional +1d6 fire damage on impact. If not fired the arrow stays ignited for up to 10 minutes, after which its head burns out and it becomes unusable. If fired at a surface it act as a torch until it burns out.

Firecracker Arrows: These arrows are simply wooden arrows with a small flinthead and firecrackers. Upon being fired at a square the firecrackers detonate, creating quite a bit of noise.

Flinthead Bolt: These bolts use quite a bit of flint in their head, creating a bright spark once it hit a solid surface. If fired at flammable materials the flinthead bolt will cause it to ignite.

Heavy Bolt/Arrows: These arrows and bolts use a lot more metal than normal, making them more damaging. These arrows/bolts have their range halved, but deal an additional +2 damage per weapon damage dice within the first range increment and +1 damage per weapon damage dice at the second range increment.

Perforating Bolts/Arrows: These arrows and bolts make a mockery of armor, resolving ignoring 1 point of armor or natural bonus per attacks granted by base attack bonus when fired at a target within their first range increment.

Water Arrows: A special type of arrows, partially hollow with a really fragile head. In combat they behave just like wooden arrows. However If aimed at a small or smaller fire it will extinguish them. Excellent for extinguishing torches and whatnot.

Wooden Arrows/Bolt: Really cheap but less effective arrows and bolts, essentially shaped pieces of wood with minimal fletching. These ammunition have their range halves and have a -1 damage penalty, the penalty to damage double for each range increment beyond the first.



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AuthorLeziad +
Identifier3.5e Variant Rule +
RatingUnrated +
SummarySome simple rule changes regarding most bows and crossbows. +
TitleRanged Weapon Rebalanced +