So, my rules set is going to include bows. Back to the weapons board.
Be it resolved that no D&D rule set really gets the English longbow right.
There's no magic trick to bows, short, long, composite or cross. Each mechanical advance is just a better way to store up arm strength and release it. The strength comes out as damage, penetration and - especially when arched into the air - range. Crossbows build up strength over time through slower loading.
Two arrows per round, even a six second round, is a really good deal but probably reflects the shooter not having to worry about defense. The tradeoff is having to worry about range minuses.
Range minuses "to hit" for any bow start at 20 feet and are -2 for every whole or part of 50 feet (the bow's range unit) thereafter.
Normal bows are 2 arrows per round, 1d6.
That's your English longbow - a whole company of specially exercised Strength 13+ archers with matching bows. You can't just pick one up in the thaler store.
Light crossbows are 1 bolt per round, 1d6+1, range unit 70 feet, +1 to hit a target with 3 or more points of armor. Heavy crossbows are 1 bolt per 2 rounds, 1d6+2, range unit 100 feet, +1 to hit a target per 3 points of armor. They're bows with Strength bonuses built in.
I like it when magic-users can have crossbows (shout out to Basic!) They're suitably technical and weaselly weapons.
Der Wahre Jacob (1884–1933)
6 hours ago