Recurved (Standard) | BCS Mod | Actions to Reload |
4 x STR Group >= RF | unusable | |
3 x STR Group >= RF | -4 | 2 |
2 x STR Group >= RF | -2 | 1 |
1 x STR Group >= RF | 0 | 0 |
Compound Bows |
||
Modify STR Group +2 - Use unmodified STR group for reloads | ||
Range |
||
Range Up To | STR Group Mod | |
Point Blank 5m | +1 | +1 |
Effective RF x STR Group | 0 | 0 |
Long 5 x RF x STR Group | -1 | -1 |
NOTE: There is a simple way to determine the best bow recurve or compound.
Determine reload time: If RF is greater than STR Group, it will take 1 or more turns to reload. RF = Pounds Pull/10, round. Compound bows add +2 to STR Grp.
Recurve take your STR Group and get a pull in that range: STR Grp 3, use a 34lb bow.
Compound add 2 to your STR Grp. STR Grp 3+2, that is a 54lb bow.
If you go to a 55lb bow, your damage goes to 2D10+2 vs 2D10, BUT your rate of fire goes to one every other action. Thus your DPS get cut in half.
STR Grp 3 - 34lb bow, 54lb compound bow!
Range Factor = Pound Pull/10
Durability = Range Factor/2
ENC =
Range Factor/10
BCS mod | WDM | |
Improvised Shaft & Fletching | -3 | 1.0 |
Target Arrow | 0 | 1.8 |
AP Arrow | -1 | 1.5 |
Hunting Arrow | -1 | 2.0 |
Barbed Arrow | -2 | 2.5 |
Character | Skills |
---|---|
Sample PC 2 | - |
Note to Players: Information here is considered metagaming. Your character should not reference or use these numbers in game to determine who should roll for specific skills.
Arrows | BCS Mod. |
Aluminum, Carbonfiber or Fiberglass Shaft | +1 |
Suitation | BCS Mod. |
Archer's Ring | +1 |
No "Bracer" | -1 |
Interfearing Clothing | -2 |
Sights in Use | +1 |
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