Was that done intentionally to make them less useful - to disincentivize their choice - or are they used less only because PLAYERS decide they don't want them a variety of reasons? After all, they might be choosing bows because fantasy is chockablock with bow users, but few, if any, crossbow-wielding heroes. Is that by design intent or did it just work out that way? Damage for crossbows suck. Players choose more longswords for PC's over other weapons (probably over all other weapons combined!). It's simply a predictable consequence when weapons have differences that make some optimal and others not. Isn't this a distinction without a difference?"Disincentive" indicates a motivation by the game designer to intentionally have javelins used less often. Isn't this a distinction without a difference? It’s not disincentivizing javelins, it’s just promoting other missiles as better without comprehensive comparison among all weapons to ensure they all have a reason to BE chosen over others. Something has to be worse if something else is going to be superior. Not all weapons should be equal obviously. IMO the only point of the javelin (as written) is that one can carry slightly more of them than spears and they go farther (but at the same rate of fire for less damage). They're bulky, and can possibly be thrown back by the other side.įor dedicated missile weapons, bows and slings offer far more advantages for the proficiency slot, while axes, daggers and spears have more versatility (hand weapon or thrown weapon). AND you have 2 magical versions.īTB, (1e) they only do as much damage as a single arrow, have poor WvAC mods compared to other missiles, and have a rate of fire at 1 per round. How so? Javelins have twice the throwing distance of daggers, darts or spears. Skalding wrote:The game strongly disincentives javelin use though. The game strongly disincentives javelin use though. 6 seems excessive, unless the player is basically a dedicated javelin thrower. I'm not sure how you'd construct a "quiver" for javelins, so much as a very abbreviated carrying tube of some sort. I'd go with something like 3 light javelins, tied together, then untied before combat, as an encumbrance bundle similar to a quiver of arrows/unstrung longbow. Light Javelins should be something like 5-6 feet long and weigh 1-2 lbs., while heavy Javelins/throwable Spears like the Roman Pilum should be something like 6-7 feet long and weigh 5-11 lbs. There's a whole range of thrown sticks with pointy bits from history, and they should have different ranges and damage, depending on who is hurling them. Javelins (and spears) are one of those things that 1eADD is just a bit weird on, even given abstracted combat. So I'd use the same basic rules for them. (One quiver, IIRC, was what the average English Longbow soldier carried with them, with two replacements in the pack train.)Ĭrossbow bolts are more like 20 inches, but somewhat thicker. If you add an unstrung longbow, which is approximately the user's own height to that, it's very bulky. That's a lot of encumbrance, in the classic sense that while it may not be heavy, it will be bulky. So a "quiver" of 24 arrows packed so that are easily withdrawn in a fight means a 7ish inch diameter tube (including a cap) that's 3ish feet long. But to let a little "real world' common sense creep into figuring stuff out.especially for encumbrance.Ī "war" arrow for a longbow is usually about 28-30 inches long, has fletching, and must be kept dry. I get that ADD involves necessary abstraction for combat, encumbrance, etc. I let the player customize slightly - but 24 is my standard. What of Javelins? 3? 7? Somewhere between? Some others still, say 20 for 'battle arrows (sheaf)' or 24 for flight (hunting). Others' have said From a dozen to two dozen. Garhkal wrote:Some sources over the years i've been playing, quivers have been listed as holding a dozen arrows.
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