The basic concept in WFRP3 is that combat involves participants lunging back and forth, striking and moving about. Each melee combat attack represents several attacks. Meanwhile, ranged combat, by virtue of it's nature and provided there are no special weapons or actions being used, is one shot per round, generally targetting the very people who are jumping back and forth, striking and fighting.
But, in both cases, the difficulty to hit is 1 challenge die. Does that make sense to you?
Okay, you say, it's all about game balance. Sure, I can understand game balance, but even within the game is there really balance? If I am in melee combat, my opponents have an unmodified 1 challenge die chance of hitting me. I am in immediate risk, but if I am shooting from a distance, my only real danger is other people shooting from a distance. I have the safety of being out of range of the melee combat (generally).
Therefore the following houserule:
- The default difficulty for ranged combat is Average (2d), unless you are firing at an immobile target (such as another ranged attacker), in which case the default difficulty is Easy (1d). Range modifiers remain unchanged.
By making this change, it makes it harder for those archers and ranged attackers to deal damage (i.e. hit) melee fighters who are taking the risk of being in that direct combat, but still keeps it equally dangerous for the archers to hit each other. I think it actually does more to preserve game balance.
Any thoughts?
Waxfire