Search Results
7/22/2025, 2:35:49 PM
>>96138390
Well, a lot of fiction struggles with this concept. It's one of the most common issues.
Life is basically a cover shooter, but if you want maximum heroics you have to have projectile weapons handled. Any superhero, or battle manga protag, that can simply be shot dead by the first thug to come along isn't much of a superhero. Typical sword fantasy still kind of has the same issue. If your glorious hero can simply be shot dead by one stray crossbow bolt, you've really shifted the needs and tone of the story around that. Similarly, yes, this adversely effects all ranged archetypes. Since it's the same issue. You see this a lot in video games too where being any ranged archetype is functionally useless because you can't kill before the enemy reaches you. If you reversed the equation, every melee player will suddenly scream blood. And a lot of people like the dream of melee heroics. Be it with sword, fist, baseball bat, or whatever. To enable that dream, you have to make other compromises. Part of this is also narrative concern. Consider this. If you made armor as effective in a story as it can be in life, things lose stakes pretty fast.
We're kind of hemmed in on the issue from multiple angles. That said, I wonder if the solution isn't simpler than people make it. Consider the following. An old multiplayer shooter called GUNZ The Duel handled this issue pretty well because there were no such things as discreet melee vs ranged archetypes. Your character is loaded for both at all times, and you are expected to be an expert at both. What you use really depended on the advantage of the present situation. Being forced to choose either range or melee specialty in a game is dreadfully common, and typically the unchosen path is utterly feeble to attempt without specializing.
Mortal terror of people being swordmages might be why everything sucks, honestly.
Well, a lot of fiction struggles with this concept. It's one of the most common issues.
Life is basically a cover shooter, but if you want maximum heroics you have to have projectile weapons handled. Any superhero, or battle manga protag, that can simply be shot dead by the first thug to come along isn't much of a superhero. Typical sword fantasy still kind of has the same issue. If your glorious hero can simply be shot dead by one stray crossbow bolt, you've really shifted the needs and tone of the story around that. Similarly, yes, this adversely effects all ranged archetypes. Since it's the same issue. You see this a lot in video games too where being any ranged archetype is functionally useless because you can't kill before the enemy reaches you. If you reversed the equation, every melee player will suddenly scream blood. And a lot of people like the dream of melee heroics. Be it with sword, fist, baseball bat, or whatever. To enable that dream, you have to make other compromises. Part of this is also narrative concern. Consider this. If you made armor as effective in a story as it can be in life, things lose stakes pretty fast.
We're kind of hemmed in on the issue from multiple angles. That said, I wonder if the solution isn't simpler than people make it. Consider the following. An old multiplayer shooter called GUNZ The Duel handled this issue pretty well because there were no such things as discreet melee vs ranged archetypes. Your character is loaded for both at all times, and you are expected to be an expert at both. What you use really depended on the advantage of the present situation. Being forced to choose either range or melee specialty in a game is dreadfully common, and typically the unchosen path is utterly feeble to attempt without specializing.
Mortal terror of people being swordmages might be why everything sucks, honestly.
Page 1