Godbound General

Let us speak of Godbound.

How can we make melee combatants actually relevant in the face of ranged combatants? Melee has several issues.

Problem #1: 30-foot movement speed by default and no charge action. Melee characters have difficulty closing in, unless they spend a precious gift on improving their mobility. From afar, they can use their action on a Smite (Effort for the scene if they purchased it, Effort for the day otherwise), but then they are not using their melee gifts. Meanwhile, a ranged character can take a shot immediately.

Problem #2: No penalty for firing point-blank. If an enemy is harassing you up close, there is no penalty at all for attacking with a ranged weapon regardless.

Problem #3: Melee weapons have no advantages over ranged weapons. The strongest melee weapon is a heavy weapon: 1d10 damage, Strength-based. Meanwhile, a pair of knives or daggers deals 1d10 damage, Strength- or Dexterity-based, and can be thrown up to 120 feet ( plus.google.com/109542481433257987536/posts/AxHrqPogcfe ). A bow deals only 1d8 damage, Dexterity-based, but has a range of 900 feet.

Problem #4: Bolt of Invincible Skill and Unerring Blade are roughly equal to one another, but Thirsting Razor is inferior to Feathered Tempest (spreads overflow to any target in range), and Cutting the Crimson Road (affects only enemies that are chumps anyway) is vastly inferior to Rain of Sorrow (affects any Mob and doles out even greater damage). Seeing how these gifts cost the same, melee is receiving a far worse deal.

Problem #5: With the advent of lineages (and, to a lesser extent, fae PCs) in Ancalia: The Broken Towers, acquiring off-Word lesser gifts is easier than ever. This means that a ranged character can pick the coveted Nine Iron Walls, which was supposed to be Sword-exclusive.

Problem #6: Ranged builds enable sniping cheese with Bow's The Inexorable Shaft (greater) and the Sun's Creation's First Light (greater). Melee has no equivalent cheese build to pursue.

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I must agree that Bow and Sword are strangely balanced. Cutting the Crimson Road is laughable when compared to Rain of Sorrow, for example. Exalted 3rd Edition at least tried to balance archers, requiring you to take additional actions to aim and letting defenders take cover. Here if you start more than 30 feet away from enemy using ranged attacks you are just SOL. It looks like Bow was made with butchering Mobs which makes sense, but Sword's balancing point was "everyone wants to be Conan so they will take it anyway".

>Problem #5
I can't agree with that, though. Not every GM will allow fae players and not evey GM will accept every gift as applicable for fae. This is very table-dependent thing.

Lineages are entirely separate from fae, and still have more leeway in cherry-picking a lesser gift without a surcharge than default characters.

Fae, lineages, whatever. It is still optional, GM-dependent and vaguely-defined. Some GMs will be lenient and allow you for free poaching while others won't allow it at all.

Fae come with the provision of:
>It's possible that a player might want to have a Fae as a player character, if the GM allows this option in the campaign.

Which makes them less reliable.

Lineages, on the other hand, are allowed by default:
>Players can choose to make a PC from the Five Families if they wish and if they assign an adequate attribute score as listed under each bloodline.

>Problem #1: 30-foot movement speed by default and no charge action. Melee characters have difficulty closing in, unless they spend a precious gift on improving their mobility. From afar, they can use their action on a Smite (Effort for the scene if they purchased it, Effort for the day otherwise), but then they are not using their melee gifts. Meanwhile, a ranged character can take a shot immediately.
Take a Sword-fluffed version of the Alacrity Gift The Flickering Advance, which lets you instantaneously move anywhere within unaided sight out to the horizon, so that you can attack them.

Or just say that your Sword Smite involves you teleporting behind them and whacking them.

Or take the Vampire-themed Dexterity lineage and take The Flickering Advance as your Gift from that.

What about points, then? What is the appeal of Sword besides the chance to be generic hero with a sword/axe/spear?

Upgrade the damage of Sword gifts, then. Make it so that you incur greater risk (monster might squash me in a straight fight) for greater reward (I hit the monster for a lot of damage), or make it into the Word for tanks who protect their allies.

Melee gifts already do more damage than ranged attacks. Most ranged damage gifts do 1d10 damage. Sword's magic weapon gift does 1d10+1, while Might is the only way to get a +4 ability score bonus, and its magic weapon gift does 1d12.

If you take both the Might and Sword words, along with the Sword Word's magic weapon gift, you're doing 1d10+5 damage on a hit. This means that on a roll of a 1-4 you do 2 damage, and on a roll of a 5-10 you do 4 damage, for an expected value of .4*2+.6*4= 3.2 damage. By comparison, a ranged attacker with 18 Dex will be dealing 1d10+3 damage, so they'll deal 1 damage on a 1, 2 damage on a 2-6, and 4 damage on a 7-10; this means that their expected value for damage is 1*.1+2*.5+4*.4= 2.7 damage on average; if their Dex is only 16, then they'll be doing 1d10+2 damage, for 2.4 damage on average.

(The 1d12 from the Might gift is marginally worse than the 1d10+1, but not by much, IIRC.)

> make it into the Word for tanks who protect their allies.
There's actually a Gift for protecting yourself that way, and you could certainly use Miracles to do that.

Other things Sword Miracles can do: conjure weapons and/or armor from nowhere, create melee-focused constructs (flying swords, living armor, making a pile of rocks pull together into a humanoid form and start punching people), animate a pile of melee weapons and cause them to attack anyone in an area, change someone or something to make it a better melee weapon or melee combatant, hinder or weaken an enemy (following the theme of melee combat, so you could, for instance, hit them with a special attack that weakens them, cast a curse that stops them from retreating from a melee combat, or something similar), and so on and so forth.

On a larger scale, you can use Influence and Dominion to do anything melee-combat-related. You can train a unit of elite swordsmen, forge a magic sword or suit of armor (Lesser Magic Item or Artifact), cleanse curses by stabbing them, etc.