bows being equivalent to short swords-whereas IRC crossbows were very effective weapons, though of course slower to load. A light crossbow only does dagger damage vs. The rate of fire makes sense, but the low damage doesn't really. They're slower and do less damage than a bow. Foster mentions, if they meant for thieves to use crossbows they would presumably have put that in UA, and as others have mentioned, they also aren't so good from a stealth standpoint.Īs an aside, I've always felt that crossbows were unreasonably underpowered in AD&D. Rune of Doom wrote:I think allowing thieves to use crossbows arguably makes more sense than letting them use bows. Really the only loss is that there are more magical crossbows than slings, and that’s easily remedied by the DM. So as far as I’m concerned the thief has a viable offensive output option for missile weapons, and I don’t see this as a problem. As someone who tracks arrows/bolts, I prefer the sling as a weapon to a light crossbow. And it’s concealable, and it can use rocks as ammunition in a pinch so even in the worst case scenario you are getting similar damage, ROF and range as a light crossbow with essentially unlimited ammo (unless you are somewhere without rocks). Heavy Crossbow - 2-5,2-7, ROF: ½, Range: S8,M16,L24Ī sling has a better rate of fire than a heavy crossbow, comparable range to a light crossbow, and identical damage to a heavy crossbow. The sling is a much better weapon than a light crossbow, and almost as good as a heavy crossbow, if not better. The question was about crossbows, but I think the answer is similar. Taking away short bows really nails the coffin shut, unless you run a lot of urban based games or heavily trapped dungeon crawls. Thieves are pretty thin-on-the-ground in my games already. ![]() ![]() Mark_j wrote:What is wrong with a thief having some limited (due to poor combat table progression) offensive output beyond back-stabbing (which is also limited by circumstance)?
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