Aiming for realism in archery | Bowmanship | A Long Bow Isn't Always a Strong Bow | Archery Competitions | The Archer (class) |
Equipment | - | Dragon | - | 1e AD&D |
Aiming
for realism in archery:
Longer ranges, truer targets
by Robert Barrow
The range of ranges | Firing at very long ranges | Target sizes | The arrow during a melee round | The archer and all of his weapons |
Bows | - | - | - | Dragon 58 |
Archery is an aspect of combat
in D&D® and AD&D™ adventuring
which is often misunderstood
or neglected. The following
guidelines are suggested
for players to improve their characters’
use of the bow and arrow
inside and outside the dungeon.
The main emphasis of this
article is on the practical
(non-magical) use of archery.
The range
of ranges
Reasonable range figures
are needed to measure a weapon’s
effectiveness. The game rules
establish an outdoor maximum
range of 210 yards; however,
a modern hunting bow is only
given an effective range
of “about 60 yards.” (Encyclopedia
Britannica, p. 265)
To help resolve this apparent
discrepancy, consider the following
rate way of determining missile
fire resolution results for mansized
targets.
"To hit" table for arrow
fire
(Roll d% according to
range)
Range | % |
10 | 140 |
20 | 130 |
30 | 120 |
40 | 110 |
50 | 100 |
60 | 92 |
70 | 86 |
80 | 81 |
90 | 67 |
100 | 54 |
110 | 48 |
120 | 43 |
130 | 38 |
140 | 34 |
150 | 29 |
160 | 24 |
170 | 19 |
180 | 14 |
190 | 9 |
200 | 4 |
210 | 3 |
220 | 2 |
230 | 1 |
240+ | (see below) |
Assuming that very powerful
bows are used, the following
system can be used to produce
“to hit” chances for longer
ranges:
At 240 yards, a roll of 10
or higher on d20 must first be made;
then roll percentile dice
and use the 1% figure listed for 230
yards. At 250 yards, the
number needed on d20 increases to 11
or higher — and again, if
that roll is made, then a “to hit” roll is
made with percentile dice
as for 230 yards. As the range increases
by 10 yards, the number needed
on d20 increases by
one, until the upper limit
of 340 yards (requiring a roll of 20) is
reached.
If the dice roll yields the
indicated percentage or lower, a hit
has been scored, and combat
is resolved normally from that
point on. For instance, At
70 yards a roll of 86 or lower is
required. If 87 or higher
is rolled, the arrow missed the target.
Some of the percentages at
extremely short range are greater
than 100 percent. In these
cases, an arrow is fired using the
normal combat tables, but
if a miss results on this “to hit” roll,
the remainder over 100% from
the above table is now used to
give the archer a “second
chance.” For instance, if an archer
takes a shot at a target
20 yards away and does not get a high
enough number on his normal
“to hit” roll, there is still a 30%
chance (the difference between
130% and 100%) that the shot
will score a hit anyway.
If a roll of percentile dice is 30 or lower,
the shot scored a hit after
all, and damage is calculated
accordingly.
This table assumes a stationary
target. If the target moves,
some penalties should be
counted to the shooter’s chance to
hit. The Leomund’s
Tiny Hut column in issue #45 of DRAGON
magazine has some excellent
suggestions on adjusting odds
for motion. A suggested range
would be from –2 (–10%) for
walking figures up to –7
(–35%) for targets astride a trotting
mount.
The 210-yard maximum range
given in the game rules is a
quite reasonable limit for
normal men. The added ranges out to
230 yards (and to 340 yards
for extra-powerful bows) are included
to reflect the Robin Hood
type archer. A table such as
the one above simply limits
the odds of hitting something at the
longer ranges. At long range,
an archer would not fire at anything
less than a small army in
close formation.
Many claims are made about
the greatest distance an archer
can accurately fire an arrow.
A modern hunting bow (for use in
bagging wild game) can fire
an arrow almost 300 yards; however,
it has an effective range
of only 60 yards. The 300-yard shots
require special arrows and
near-ideal weather conditions. This
evidence is in sharp contrast
with other sources claiming that
an English longbow
archer could hit a man at 400 yards.
An investigation into long-distance
shooting promptly raises
grave doubts about shooting
at a man standing 400 yards away.
As one source says, “Actual
distances normally shot by English
archers is between 60 and
265 yards, with most of them clustering
between 160 and 200 yards.”
(Native American Bows, p. 36)
Also, consider the conditions
under which competitions are
judged: “At present the usual
outdoor range at which the Royal
Company practice is 180 yards;
one prize is shot for at 200. All
arrows landing within 24
feet of the target count.” (Archery,
p. 220) These archers count
points for just getting their arrows
within a 24-foot-diameter
circle at a range of 200 yards. It seems
highly unlikely that archers
of even such high skill as these
would endanger a man at 400
yards.
Practical testing on long-distance
shooting with an English
longbow proved that an average
man could shoot almost 300
yards (using modern arrows
which go about one-third farther
than their ancestors), and
that a man of exceptional physique
might attain a further 50
yards after considerable practice.
(Archery, p. 340)
These tests were conducted
under nearly ideal weather conditions,
and with special lightweight
arrows custom-made for
these long-distance shoots.
“Many men who shoot with some
success at the 180 and 200
yard targets are in the habit of using
ordinary target arrows; but
there is no doubt that to shoot any
longer distance an arrow
of lighter make, and offering less
resistance to the wind, is
required.” (Archery, p. 251)
A target about the size of
a man is some 6 feet by 2 feet in area.
A humanoid target twice as
tall (12 feet) would be about 4 feet
wide (48 square feet in area)
to stay in perspective. Mathematically
speaking, if you double the
size, you quadruple the target
size, A man 18 feet tall
would be three times as tall and three
times as wide as a normal
man, or 9 times larger in terms of
target area. Targets smaller
than the standard figure (a 6-foot
man) will vary by an inverse
proportion. An object that is half as
tall will be only one-fourth
of the target area.
Leomund’s
Tiny Hut article in DRAGON #45 contains a
chart that is mathematically
inaccurate. For instance, the chart
indicates that a man 12 feet
tall is only 175 percent of the target
size of a 6-foot man. As
described above, the correct figures
should be 400% for the 12-foot
man, 100% for the 6-footer.
Mathematically correct figures
for various target sizes are
listed in the first table
following. The table immediately following
the size factor table lists
compromise figures between those
proven by real life and those
proven by mathematical
calculations.
When these tables are used,
the basic subtractions of –2 “to
hit” at medium range and
–5 at long range, as given in the rules,
do not apply. The table already
reflects the necessary target
size and range adjustments.
Target
height (feet) |
Percent of human size
DRAGON #45 |
Mathmatically
accurate |
24 | 525% | 1600% |
21 | 375-500% | 1225% |
18 | 300-350% | 900% |
15 | 200% | 625% |
13 | 175% | 467% |
12 | 150% | 400% |
10 1/2 | 150% | 313% |
9 | 125% | 225% |
7 | 110% | 133% |
6 1/2 | 105% | 117% |
6 | 100% | 100% |
5 | 90% | 70% |
4 | 75% | 45% |
3 | 50% | 25% |
2 1/2 | 40% | 17% |
2 | 30% | 11% |
1 1/2 | 20% | 6% |
1 | 10% | 3% |
1/2 (6 in.) | 5% | 1% |
1/4 (3 in.) | 2% | 0.25% |
1 inch | .5% | 0.03% |
“To hit” percentages according to target size and range
Target
height |
Very
long |
Long | Medium | Short | Point
blank |
24 | 60 | 92 | 124 | 172 | 232 |
21 | 45 | 81 | 117 | 164 | 225 |
18 | 32 | 71 | 110 | 156 | 215 |
13 | 23 | 63 | 103 | 148 | 205 |
15 | 18 | 57 | 96 | 140 | 193 |
12 | 15 | 52 | 89 | 132 | 181 |
10 1/2 | 13 | 47 | 82 | 124 | 170 |
9 | 8 | 42 | 75 | 116 | 160 |
7 | 6 | 37 | 68 | 108 | 148 |
6 1/2 | 5 | 33 | 61 | 100 | 137 |
6 | 4 | 29 | 54 | 92 | 126 |
5 | 3 | 25 | 47 | 484 | 116 |
4 | 2 | 21 | 40 | 76 | 105 |
3 | 1 | 17 | 33 | 68 | 94 |
2 1/2 | 1 | 14 | 26 | 60 | 83 |
2 | 0 | 10 | 19 | 52 | 72 |
1 1/2 | 0 | 6 | 12 | 44 | 61 |
1 | 0 | 3 | 5 | 36 | 49 |
1/2 (6 in.) | 0 | 2 | 3 | 28 | 39 |
1/4 (3 in.) | 0 | 1 | 2 | 20 | 28 |
1 inch | 0 | 0 | 1 | 12 | 17 |
Note: The ranges in the above
table are measured as
follows: very long = 176-230
yards; long = 120-175 yards;
medium = 81-119 yards; short
= 26-80 yards; and point
blank = up to 25 yards.
The arrowduring
a melee round
In almost every combat situation,
an arrow either hits or
misses before the melee turn
or round is completed. A melee
turn in the D&D rules
lasts 10 seconds; an arrow only stays in
the air for eight or nine
seconds at best. (Archery, p. 89) The
arrow travels so fast — between
120 and 200 feet per second
(Encyclopedia Britannica,
p. 260) — that the flight of an arrow
aimed along a fairly flat
trajectory at a target typically not very
far away does not consume
measurable time.
A trained English longbowman
could fire an arrow about
once every three seconds.
This rate is some three shots per
melee round. All of these
arrows would arrive during the turn or
round when they were fired.
The sole exception would be a
third arrow fired at a very
long range target.
The archer
and all his weapons
The bow is for use at a distance.
Close combat calls for
another weapon. In hand-to-hand
fighting conditions, an
archer drops his bow and
seizes a hand weapon. Historically,
archers used other weapons:
Bowmen often selected an axe or
a leaden maul for combat.
(Archery, p. 114-115) Cutting weapons
were also frequently employed.
Nevertheless, an archer’s
main weapon is the bow and arrow.
A very powerful bow is not
required (ABC’s of Archery, p. 117).
A normal male uses a bow
with about a 45-pound pull. A heavy
bow requires about 60 pounds
of force to draw the arrow back.
A heavy bow is needed for
shooting at very long range.
The bow has proven a highly
effective weapon of war for
thousands of years. Limited
in range, it is very deadly within the
limitations. With rules to
reflect these limits, archery can be a
much more instrumental part
of D&D or AD&D combat.
Suggested reading list
Gygax on archery
Dear editor:
There are a couple of problems with Robert
Barrow’s article, “Aiming for Realism in
Archery,” in issue #58 of DRAGON™ Magazine.
From my standpoint, it seems that the
good author spends too much time with modern
archery and has read nothing of medieval
history dealing with the subject. English longbowmen
were set to practicing their aim at
200 to 220 paces. Let’s call that 180 yards.
According to eyewitness accounts, these
archers could hit a butt of two feet width more
often than not at that range. In a similar vein,
Genoese crossbowmen were desirable troops
because (when their strings weren’t wet) their
weapons outranged the longbow.
The most important issue, however, is
complication. For all of the work and time the
author suggests is necessary to add “realism”
to archery in D&D® gaming, is the game more
<FUN> because of it? I, for one, don’t think so;
and when all is said and done the course of
play is not materially affected for the better by
the inclusion of complicated archery rules.
E. Gary Gygax
Lake Geneva, Wis.
(Dragon #60)
Bowmanship
made more meaningful
by Carl Parlagreco
-
- | - | - | - | - |
Bows | Equipment | - | Dragon | Dragon #58 |
There is a certain simplicity to the rule
systems for, bows and
arrows in the D&D®
and AD&D™ games which I have found
rather irksome, especially in light of
my own (admittedly meager)
experience with archery. The first problem
is the relative
ease with which characters pick up the
ability to use a bow. The
English yeoman must begin training as a
boy, but the 4th-level
fighter who decides to obtain expertise
in a bow can pick it up in
the time it takes to gain a new level —
certainly nowhere near
the amount of time the English yeoman put
into it.
To make acquisition of bowmanship skills
more difficult,
triple the normal non-expertise penalty
for bows. Each time
someone takes expertise in a bow, the penalty
is reduced by 1
plus their dexterity bonus to hit (if it
applies), with a minimum
reduction of 1 in all cases. So a fighter
with an 18 dexterity
would gain a 4-point reduction of the penalty
each time he or
she took expertise, while a fighter with
a 5 dexterity, who
spends a lot of time fumbling around with
the thing, won’t get as
good as quickly, and the non-proficiency
penalty will be reduced
by only 1 each time.
This penalty is not applicable to elves,
since elves seem to
have the same sort of relationship with
bows as they have with
magic — a very close one.
The next subject is how much strength is
needed to properly
operate a certain type of bow. To be sure,
this has been accounted
for somewhat in the range factors, but
still there is
something missing. What happens if adventurers
pick up the
bow of Odysseus? A great weapon, but who
could string it?
How much trouble would someone with a strength
of 3 have
trying to string a very powerful longbow?
To deal with this
situation, use the following table:
Strength
Bow type | (min.) | (max.) |
Bow, composite, long | 16 | 18/76 |
Bow, composite, short | 15 | 18/50 |
Bow, long | 12 | 18/01 |
Bow, short | 6 | 15 |
Crossbow, heavy | 16 | 18/00 |
Crossbow, light | 15 | 18/60 |
The strength maximums and minimums can be
thought of in
much the same way as racial limitations.
They are not fixed
permanently; these are just the values
I came up with. If someone
prefers the short bow to be strength 3-9
and the long bow
strength 10-18, for instance, those changes
can easily be made.
To be able to use a bow effectively, a character
must have a
strength at least equal to the minimum
on the chart. If the
character is weaker than the bow, hit probability
is seriously
affected, by a factor of –2 for each point
of strength lower. (Too
much effort is going into drawing the bow
as opposed to aiming
it.) Optionally, crossbows may be cocked
readily enough by
anyone with a strength as much as 2 lower
than the listed
minimum. Mechanical cocking devices would
eliminate strength
considerations entirely in cocking the
crossbow (or you could
have your ogre friend do it for you, but
what happens when he
isn’t around?). Once the crossbow is cocked,
a character of any
strength would have no problem firing it.
The strength ratings can be used to determine
which characters
can use which bows. The strengths can also
determine hit
probability for the bow. I use the easiest
method: The hit probability
for a bow according to its strength is
the same as the hit
probability for a character of the same
strength, with bonuses
to damage also applied when they pertain.
Used individually, these two revisions in
the rules could unbalance
a game. Used in tandem, they counteract
each other
somewhat. The first revision, by making
bow expertise so hard
to get, would make things tougher for player
characters. The
second, which effectively gives a very
good hit probability bonus
to the bowman, gives players an advantage
(of course,
everybody has the same advantage and disadvantage,
but my
players tend not to see that). Expertise
in a bow is hard to get,
but once you’ve got it, you have a very
useful skill.
With this revision, what happens to magical
bows? Why worry
about a magical +1 bow in that dragon’s
hoard when you can
get an 18 strength bow that hits better
for more damage? Here
is where the last revision comes in: Magic
bows can be made to
have a new nature. Some of them always
hit their target, but an
18/00, or even 19 or 20 strength, is needed
to draw them! Others
may have a 15 or 17 strength for hitting
and damage purposes,
but may be drawn by anyone of any strength.
Good luck with your new breed of bowmen
and keep your
bowstrings dry!
Dear Editor:
While my archery is a bit rusty, I would
like
to comment on Carl Parlagreco’s article
that
appeared in issue #58
of
DRAGON Magazine.
He and Robert Barrow both brought out some
valid points about accuracy at various
ranges,
and the varying draw strengths of bows,
but I
disagree a bit with Carl. He suggests that
the
damage from a weaker bow should be less.
From actual experience (although not a
lot), I
have found this not to be true, as I have
hunted
deer with a 30-lb. bow and have done a
great deal of damage; in fact, one of my
arrows
went completely through a deer and
came out the other side from a range of
around 50 yards. We never did find the
arrow,
though we did return with the deer.
There is also a minor point neither Carl
or
Robert mentioned. Just as bows are made
of
varying strengths, arrows are made in different
draw lengths. Mine are two inches shorter
than my husband’s, and if he were in a
hurry
and accidentally picked up one of mine
and
drew it to his normal position, it would
fall off
the bow or he would shoot himself in the
hand. Differing arrow lengths should increase
the possibility of fumbles.
Isn’t it about time someone put together
a
weapons manual something on the order of
the Monster
Manual or the FIEND FOLIO?
I
must confess that I am much more familiar
with crochet hooks than voulges and fauchards,
and it is inconvenient to thumb
through a pile of magazines looking for
information
when one of my characters is reduced
to using a strange weapon in the middle
of a battle. Sure, I can roll for damage
(without knowing all the details of the
weapon
being used to do the damage), but I’d really
like to know more than that.
I also enjoyed Roger Moore’s articles on
dwarves in that issue. About the only time
my
lady dwarf mentioned the god Budwizr (or
was it Koorz?), was when she and a gnome
took refuge with their dinner under a table
during a pie fight by the rest of the party
(an
NPC started it!). But that was aboard ship
on a
long ocean voyage, and I forgave her for
it.
Carol Bruce
K.I. Sawyer AFB, Mich
(Dragon #61)
A long
bow isn't always a strong bow
- | - | - | - | - |
Bows | Equipment | - | Dragon | Dragon #58 |
The chart printed with this article was
developed from an idea submitted to
DRAGON™ magazine by Robert Bowling,
who suggested to us that the AD&D™
weapon statistics could be expanded to
allow for bows of varying strengths. Robert
provided a chart which listed bows
according to the pounds of force needed
to use the weapon effectively, the minimum
strength required for a character
attempting to employ a bow of a certain
strength, and the amount of damage
done by a hit with an arrow from that
bow.
It was a good idea, which staff member
Gali Sanchez made even better by
revising
and expanding the bow statistics into
the chart which appears with this text.
It
should be noted that the figures presented
here are not designed to be used
with all of the information in the other
articles in this section. In some cases,
statistics from two of these articles may
actually contradict each other, and at
such times it is left to the reader to
make
the final judgement about which system
is better suited to his wants and needs.
Classifying bows — specifically the
composite long bow — in terms of the
strength of the bow is justified from the
standpoint of realism: Bows of varying
amounts of “pull” do exist. According to
an authority on archery we spoke to, a
modern-day archer of average ability
will be able to capably operate a bow in
the 45-70 pound range when hunting or
target shooting. The minimum strength
needed for a fighter or assassin to use
the least powerful average-type bow (45-
pound) is 12. Fighters with a strength
lower than 12 will have to settle for proficiency
in a bow of below-average power,
resulting in penalties for the determination
of ranges, “to hit” and damage figures.
An arrow fired from a bow of 40
pounds or less will only do 1-4 points
of
damage instead of the standard 1-6.
On the other end of the chart, only
fighters with exceptional (18/01 or greater)
strength will be able to operate a bow
of more than 100 pounds. Bows with
greater power benefit the user by offering
longer range capability, less severe
“to hit” penalties at medium and long
range, and gradually improved damage
potential. However, note that a character
using a bow under this system does not
receive a bonus to damage by virtue of
above-average (16 or better) strength.
Instead, the damage adjustment given in
the chart is added to the base 1-6 points
done by the arrow. Archers with strength
of 17 or greater will enjoy an even better
damage adjustment than is provided for
in the AD&D rules, because the
increase
is a function of the improved quality of
the bow rather than the muscle power
used to operate it. <italicize bow above>
The damage-adjustment rule can work
in the other direction for a character
who
isn’t using the most powerful bow he can
possibly employ. For instance, a fighter
with 18/51 strength and a fighter of 11
strength will both do only 1-4 points of
damage if they’re firing from 30-pound
bows, and will abide by the same range
and “to hit” requirements even though
their strengths are drastically different.
With a system like this, a fighter or assassin
is well advised to shop around for
the strongest bow he’s capable of using.
And, although comparative prices and
manufacturing times aren’t discussed in
this article, it is logical that 60-pound
bows would be much more abundant on
the shelves of weapon shops, and much
easier to obtain, than those of substantially
greater power.
The 60-pound bow was the norm before
modification of the range, “to hit”
and damage figures. Statistics for that
type of bow are the same as the figures
given for the composite long bow in the
AD&D rules. Figures for bows
stronger
or weaker than 60 pounds are gradually
altered to provide a definite difference
between each bow and the ones adjacent
to it on the chart. For instance, the
50-pound bow differs from the “official”
60-pound bow by having its maximum
long range cut from 210 to 200 yards,
and the 70-pound bow is slightly superior
to the 60-pound bow in that the “to
hit” adjustment at long range is only –4
instead of the customary –5.
The maximum effective range of the
most powerful longbow is 300 yards. It
may seem unrealistic to assume that any
archer — even one with 18/00 strength
and a 150-pound bow — could hit what
he was aiming at from a distance of 3
football fields away. However, targetshooting
contests have taken place in
the real world with contestants firing
at
objects from that distance. Granted, real
archers may not be able to hit a mansized
(or even monster-sized) target at
that distance once in 10 tries — but then
again, there aren’t any archers in the
real
world with 18/00 strength, either.
Range To hit adj.
Minimum strength required | Pound test | S | M | L | S | M | L | Damage adj. |
9 | 20 | 5 | 10 | 15 | -1 | -3 | -6 | (1d4) |
10 | 30 | 5 | 10 | 16 | -- | -3 | -6 | (1d4) |
11 | 40 | 6 | 11 | 19 | -- | -2 | -6 | (1d4) |
12 | 45 | 6 | 11 | 19 | -- | -2 | -6 | (1d4) |
13 | 50 | 6 | 12 | 20 | -- | -2 | -6 | -- |
14 | 60 | 6 | 12 | 21 | -- | -2 | -5 | -- |
15 | 70 | 6 | 12 | 21 | -- | -2 | -5 | -- |
16 | 80 | 6 | 12 | 21 | -- | -2 | -4 | +1 |
17 | 90 | 7 | 13 | 22 | -- | -2 | -4 | +1 (+2) |
18 | 100 | 7 | 13 | 22 | -- | -2 | -4 | +2 (+3) |
18.01 | 110 | 7 | 13 | 23 | -- | -2 | -4 | +2 (+4) |
18.51 | 120 | 7 | 14 | 24 | -- | -2 | -4 | +3 (+5) |
18.76 | 130 | 7 | 14 | 26 | -- | -1 | -4 | +4 (+6) |
18.91 | 140 | 7 | 14 | 28 | -- | -1 | -4 | +5 (+7) |
18.00 | 150 | 7 | 14 | 30 | -- | -1 | -4 | +6 (+6) |
BOWS
Of staves and strings and other things
William Fawcett
-
-
The Self Bow | - | Composite Bow | - | Crossbow |
Dungeons & Dragons | - | - | - | Dragon #39 |
With the inclusion in D&D
of the different capabilities of the various
types of bows, a never-ending debate began about which type is
superior. The more mechanically inclined have maintained the
superiority of the crossbow, while those of us raised on Robin
Hood
know that the longbow wins
eve y time.
The reality is that no one type of bow is superior in every way. Each
has its strengths and weaknesses, which are tied closely to the tactics
with which they are commonly employed.
There are three types of bows, divided by their components and
construction into the general categories of Self Bows, Composite Bows
and Crossbows.
The SELF BOW is the simplest and original
form of the bow. It
consists basically of a piece of elastic wood (the bowstave) and a
means
to use this elasticity to propel the arrow (the bowstring). The power
with
which the self bow can propel an arrow depends upon the elasticity
of
the wood from which the bow is formed.
The self bow, of which the longbow is one type, is made of only one
type of wood, although the type varies greatly. The famous English
longbows were made entirely of yew, obtained primarily at first from
Spain. Later, when relations between the nations became less cordial,
the Spanish government went so far as to cut down every yew tree it
could find to help prevent the smuggling of bowstaves into England.
The string of a self bow also is simple, often just a suitable cord
or
string rubbed with tallow, resins, or oil to protect it from moisture.
Since the bow is of such a simple design, often straight or only
slightly reflexed when unstrung, the actual power of the bow is directly
proportional to the bow’s length. This is why the short bow in D&D
has
so many minuses to hit, due to the arrows’ lack of penetration. The
name of the longbow also conveys its much stronger, nearly legendary
power and penetration.
A self bow can be of any length. The short bow is commonly 24” to
40” long. The length of the traditional English longbow would vary
with the height of the archer, but seems to have averaged about six
feet and required a pull of up to 200 pounds. The longbows reported
to have been used by one South American native tribe have been
measured at as much as 12 feet in length and (necessarily) were fired
sideways. The length was necessary because of weaker wood to use in
construction and the problem of penetrating thick jungle undergrowth.
The COMPOSITE BOW is constructed
of several materials joined
together. Commonly used combinations have been wood, glue, and
horn; wood, glue and sinew, and wood, glue, horn and sinew. This is
by
far the most commonly used bow in recorded history.
One great advantage of the composite bow is that the bow’s power
is no longer dependent on the length of the stave itself. It can be
increased by merely changing the proportions of the materials used
in
the construction of the bow. This allows for a stronger pull on shorter
bows. When composite construction was developed, it meant that bows
could now be made that were short enough to use on horseback and
powerful enough to penetrate most armor.
The higher level of complication in construction had the effect of
putting the now difficult and time-consuming process of making the
bow
into the hands of specialists. The bows used by the armies of the Mongol
Khans were, according to records, made by specialists who followed
behind the armies. Each bow took more than a year to produce,
meaning that a damaged bow was difficult to repair and expensive to
replace.
Composite bows can be found with all forms of staves. The straightstaved
composite bows used in Biblical times were only a slight improvement
over the self bow they replaced. Later, composite bows with
greater pulls were made by building in a slight curve in the same
direction as it would bend when strung. This greatly facilitated stringing
and cut to a small fraction the time needed to put the bow into action,
but also reduced the potential power of the bow when fully pulled.
The
early Egyptians used this form of the composite bow.
The most powerful and commonly used type of composite bow is
the reflex or recurved bow. On this type of bow the stave, when
unstrung, is actually curved in an arc that is the reverse of its strung
position. This imparts great power to the bow. The Mongol recurved
cavalry bow, often having a pull of nearly 200 pounds and commonly
over 100 pounds, could only be pulled through a complicated
mechanism of pulleys that enhanced the archer’s strength. This type
of
bow is quite difficult to string and more vulnerable to damage when
it is
strung. Special devices used by two men were commonly employed to
string this type of bow when a battle seemed imminent.
The CROSSBOW is a Chinese invention.
There are records of its
use in China centuries before it appeared in Europe. The early Chinese
crossbow was often made of a combination of iron and other
materials. As the ability to work with and refine better grades of
iron
was developed, the crossbow in China and later Europe became
constructed entirely of iron.
The crossbow is an extremely durable weapon; the string was easily
replaced by the common man at arms. Due to its iron construction, if
a
crossbow was damaged an experienced and well-equipped smith was
needed to effect a repair. Since a crossbow is cocked with a lever,
rather
than pulled, great power is obtainable with relatively small bows.
But,
due to the lever, the rate of fire of a crossbow was far slower than
any
other type of bow. A trained Mongol horse archer could fire from three
to five arrows per minute, and longbowmen have been attributed with
volleys of six or more arrows per minute, but the crossbow can fire
only
one bolt in that time.
Part of the effectiveness of a crossbow lies in its use of a bolt as
a
missile rather than an arrow. The crossbow bolt is much stubbier than
an
arrow and causes a jagged wound that does more damage than an
arrow wound. This stubbier bolt also limits the range of crossbows,
since
the missile begins to tumble sooner than the more aerodynamic arrow.
This cuts the bolt’s penetration sharply at maximum ranges against
well
armored opponents. Nonetheless, the wound caused by a bolt that does
penetrate is quite grisly. At least one Pope attempted to have the
crossbow banned from Christian nations on the basis of its barbarity.
Since the size of the crossbow is not limited by the strength of the
archer, crossbows of large sizes were developed. The Heavy Crossbow
in D&D is the Arbalest,
which measured 30 to 36 inches across and
were difficult and slow to operate, but packed a large amount of
penetration power. A truly giant crossbow is the Ballista, a siege
machine, which measured 8 to 10 feet across and fired bolts up to
five feet long.
The Chinese developed a repeating crossbow that could fire up to
24 bolts, two at a time, from a wooden magazine. The repeating
crossbow was designed so that the next two bolts were loaded by the
same action that cocked the bow.
The crossbow has a very distinct set of advantages and disadvantages.
It requires significantly less strength to operate than a conventional
bow. It also creates a jagged wound and penetrates armor very
well within its effective range. The crossbow is also relatively easy
to aim
and fire, and so can be used by archers with little training more readily
than any other type of bow, making it ideal for quickly raised troops.
Finally, the crossbow is not just a light piece of wood and string.
It is
heavy and made primarily of iron. You can defend yourself in melee
with your crossbow by using it as a club.
Along with the slow rate of fire, another disadvantage of the crossbow
is that the bolt was easily dislodged from the bow’s groove. Further,
the crossbow is hard to fire from an awkward position and nearly
impossible to use effectively from horseback. Finally, of importance
to
someone who had to march carrying one, the crossbow is fairly heavy,
weighing in the range of 10-12 or more pounds.
Since the types rarely met in battle, there is much room for debate
over the relative superiority of the longbow and the composite bow.
The
longbow had a shorter range and threw a heavier arrow. This made it
more accurate at close ranges, but not significantly. Both types took
years to develop proficiency with, the longbow taking a few years longer
in most cases. The composite bow has a longer range, often effective
for
up to 400 yards, but with a lighter arrow it was also more sensitive
to the
wind. (This would be a problem if firing at a target, but means less
if you
are shooting at a mass of infantry or cavalry. ) The longbow is definitely
easier to make and repair. The greater simplicity of the longbow also
made it readily available to Englishmen of all incomes. Because it
was
easier to string quickly, the longbow could be carried to a battle
unstrung,
and so was less likely to be damaged during the prebattle
manuevering. Also, the longbow was less susceptible to moisture than
a
composite bow (with its more complicated construction and greater
string tension). The longbow could be carried strung with little fear
of
damage, whereas the composite bow was necessarily carried unstrung.
The greatest disadvantage of the longbow, and the main advantage of
the composite bow over both other types, is that only the composite
bow could be used from horseback with any real effectiveness.
In the final resolution, there is no single bow that is best in all
situations. Each type has its own inherent strengths and weaknesses,
and an awareness of these can make both the use of the bows and the
realism of a game or campaign better.
On Target
Archery competitions for AD&D® gaming
by Leonard Carpenter
Target size modifiiers | Archery example | Hero points in archery | Archery combat | The archery contest |
Archery scoring | - | - | - | Suggested reading |
1e AD&D | - | Dragon #118 | - | Dragon magazine |
Much has been said or written about the
many fighter classes of the AD&D game
system, especially the armor-plated swordswingers
who so often dominates play.
Certainly, more attention should be paid to
one other great romantic warrior of history
and lejend: the archer. The tales of
Robin Hood and William Tell are as deserving
of notice as those of any chivalrous
knight or brawling barbarian.
The greatest event in the life of an
archer is the majestic archery tournament.
Presented herein is a system for handling
an archery contest, using targets both
medieval and modern.
In the medieval tournament, archery
contests were nearly as popular as the
jousting matches. Many woodsmen,
hunters, soldiers, and country yeomen
would compete with the longbow to gain
fame and prizes. Because the archery
contest was not restricted to the nobility,
many adventurers and even commoners
would be permitted to compete.
Two main events are conducted in archery
contests: short- to medium-range
target shooting and the long-range "clout"
shoot. Although clout shooting was very
popular in the Middle Ages, target archery
became the standard competition in modern
times. And, while target archery is
more of a modern pursuit than a medieval
one (bow strength and massed fire were
more important in medieval military archery
than pinpoint accuracy,) a DM may
still wish to include target shooting in a
tourney to capture the "Robin Hood" feel
of an archery match.
The 2 most important targets used in
target shooting are the very popular
round target and its obscure cousin, the
"wand" target. Both targets are described
below.
The standard round archery target
is 4' in diameter with its center
pinhole set 4' above the ground. The
target is tilted slightly toward the
sky and divided into 5 concentric circles,
including the gold center "bull's-eye."
The circles are colored (in order outward)
gold, red, blue, black, and white. Some
targets used in past centuries had circles
colored gold, scarlet, the inner white,
black, and the outer white. The gold bull's
eye is a standard 9.6" in diameter, while
the outer circles have diameters of 19.2"
for the red, 28.8" for the blue, 38.4" for
the black, and 48" for the white. Other
targets may be divided into 10 concentric
circles, with a center bull's eye 4.8" in
diameter.
Points are scored for striking each of the
target cirlces. From the outer white to the
inner gold, the point values are 1, 3, 5, 7,
and 9 points for a bull's eye. A lo-circle
target is scored with point values from 1
to 10, with 10 points going to a hit in the
4.8"-diameter bull's-eye.
The round target is usually shot at from
short to medium range, typically a distance
of 50 to 100 yards. As an example,
the famous "York Round" consists of 72
arrows shot at 100 yards, 48 arrows at 80
yards, and 24 arrow at 60 yards.
The round target is usually made of
canvas stuffed with straw or hay, with a
stiff backing to prevent arrows from passing
through it. Other targets may be made
from a simple board of soft wood with the
circles drawn on it. Because of the target's
soft material and the need to only strike
but not deeply penetrate the target,
archery targets have AC 10.
Another common form of target shooting
is the wand shoot. Although it is little
known today, the wand shoot was very
popular in medieval times. References to
the wand shoot date back to the 12th and
13th centuries. Sir Walter Scott's Ivanhoe
(Chapter 13) recounts how Robin Hood
gained respect from all members of the
tourney by splitting a willow wand at
5-score yards.
In the wand shoot, archers try to hit a
slender wand of wood 6' tall by 2' wide,
which is set upright in the ground. The
wand is AC 10, of course. The wand is
shot at from a distance of 60 to 100 yards
in modern archery, just as in the shoot at
the round target.
The most common form of archery
sport in the Middle Ages was the clout
shoot. Long-range clout shooting was the
best practice for the massed archery fire
of medieval warfare. Archers would
sharpen their skills by shooting at the
small clout target from a range of 180 to
200 yards, or even 240 yards with a powerful
war-bow. Clout shooting declined in
popularity as bows became less important
as weapons of war. With the burgeoning
of modern-era archery societies, the battle
skill of the clout shoot was supplanted by
the leisure-time art of target shooting.
A variety of clout targets may be used in
contests. The clout target may be a simple
butt of wood or tree stump about 2? in
size. The Woodmen of Arden of 19th century
Scotland used a black-centered
white target 30? in diameter, set at a 60°
angle. Another target used in England was
an 18?-diameter, canvas-covered disc
placed flat upon the ground, with a
wooden peg in the center. A willow wand
or pennant sometimes marked the center
of the clout target.
Target size modifiers
Because of the various sizes of targets
used in an archery match, it is important
to establish a table of target-size modifiers
to simulate the increasing difficulty involved
in hitting progressively smaller
targets. Such a table is given below. The
idea behind this table is taken from
Lenard Lakofka's "Missile Fire and the
Archer Sub-class," DRAGON®
issue #45.
A human-sized target is presented first
to provide a proper comparison with the
various archery targets. A human-sized
target is defined as 6? tall by 2? wide, or
one third as wide as it is tall. This target
has a surface area of about 12 sq. ft., or
roughly 1,700 sq. in. The approximate
surface areas of all other targets may be
compared to this standard, as expressed
by a percentage of human size. A progression
of target size modifiers may then be
created to reflect the effect of target size
in attempting an archery shot.
The ?to hit? modifiers for different sizes
of targets are given for point blank, short,
medium, and long ranges. The range modifiers
of -2 and -5 for medium and long
ranges are built into the table, as seen in
the ?to hit? modifiers for the human-sized
target. As smaller and smaller targets are
considered, the target-size modifiers
become increasingly difficult.
In addition to the tournament archery
targets, a selection of other common objects
is listed in order of decreasing size.
The very smallest of targets are effectively
invisible at long range. That is, targets
with a ?to hit? modifier greater than -28
are beyond the ability of any reasonable
character. The dead-center pinole of a
round target is very hard to hit even at
medium range. Splitting the tail-end of an
arrow roughly 3/8" in diameter is the most
demanding archery feat of all.
Most targets in the table are circular.
Such targets are easy to deal with, since
surface area alone guides the choice of a
target-size modifier. Long, slender targets
such as the willow wand pose a curious
problem. Althought the wand has a surface
area roughly equal to that of a circle 1' in
diameter, the wand should be the more
difficult target, since an error in aim of
but 1-2" will send the arrow skirting past
the slender rod. As an archer has a
smaller margin of error in shooting at a
slender target compared to a round one,
the effective surface area of the wand is
smaller than its actual surface area.
Two sets of "to hit" modifiers are given
for the wand. The 1st set is based on the
target's actual surface area. The 2nd set
is based on the estimate that the wand's
effective surface area is about 1/4
that of its actual size.
The same idea of effective vs. actual
area could be applied to other slender
targets of considerable length. A 1" cable
would be as difficult to hit as a clout peg,
while a 1/2"-thick rope would be as hard to
split as a coin.
Table 1
Archery target table
"To hit" modifier
Target | Dimensions | Surface area | % of human size | PB | S | M | L |
Human-sized | 6' h. x 2' w. | 12 sq.' (1,700 sq.") | 100% | 0 | 0 | -2 | -5 |
- | - | - | - | - | - | - | - |
Round target | - | - | - | - | - | - | - |
White circle | 48" dia. | 1,800 sq." | 105% | 0 | 0 | -2 | -5 |
Black circle | 38.4" dia. | 1,150 sq." | 65% | 0 | -1 | -3 | -6 |
Blue circle | 28.8" dia. | 650 sq." | 40% | 0 | -2 | -4 | -8 |
Red circle | 19.2" dia. | 280 sq." | 15% | -1 | -3 | -5 | -10 |
Gold circle | 9.6" dia. | 70 sq." | 4% | -3 | -5 | -10 | -15 |
Inner Gold | 4.8" dia. | 18 sq." | 1% | -4 | -8 | -15 | -20 |
- | - | - | - | - | - | - | - |
Robin | 6" dia. | 30 sq." | 2% | -4 | -7 | -13 | -18 |
Apple | 3" dia. | 7 sq." | .4% | -5 | -10 | -18 | -24 |
Clout Peg | 2" dia. | 3 sq." | .2% | -6 | -12 | -21 | -28 |
Coin | 1" dia. | .8 sq" | .05% | -7 | -14 | -24 | - |
Pinhole | 1/2" dia. | .2 sq." | .01% | -8 | -16 | -26 | - |
Arrow-tail | 1/4" | .1 sq" | .005% | -9 | -18 | -28 | - |
- | - | - | - | - | - | - | - |
Clout targets | 30" dia. | 700 sq." | 40% | 0 | -2 | -4 | -8 |
- | 24" dia. | 450 sq." | 25% | 0 | -2 | -4 | -9 |
- | 18" dia. | 250 sq." | 15% | -1 | -3 | -5 | -10 |
- | 12" dia. | 110 sq." | 7% | -2 | -4 | -7 | -12 |
- | - | - | - | - | - | - | - |
Willow wand | 6' h. x 2' w. | 140 sq." (1) | 8% | -2 | -4 | -7 | -12 |
- | - | 30 sq/" (2) | 2% | -4 | -7 | -13 | -8 |
(1) Actual surface area
(2) Effective surface area
Archery example
When an archer shoots at the round
target of concentric circles, the easiest
way to handle the event is to apply the
appropriate target-size modifier for each
target circle to the archer's minimum
number needed to hit AC 10. Once the "to
hit" roll is made, the roll is checked against
the minimum needed to hit each target
circle, starting with the most difficult
target and working outward. Each target
or target circle is checked in turn until the
circle in which the arrow lands is finally
determined. For example, if the arrow
missed the pinhole, then check to see if it
hits the gold circle; if the arrow fails to
land in the gold, then see if it landed in the
red circle, and so on. Each circle is
checked in turn, until either the circlee in
which the arrow lands is determined or
the shot is found to completely miss the
target.
For example, an 11th-level Ranger Lord
with
17 dexterity is shooting at the round target
from a distance of 100 yards. He gains
a +2 "to hit" bonus for his dexterity. He
must roll a 0 - ( +2) = -2 to hit AC 10.
When the size modifiers for all targets or
target circles at medium range are applied
to his minimum needed to hit AC 10, a
table of minimums to hit each target or
circle is generated (see Table 2).
The skilled bowman will have no trouble
in hitting the target, and can hit the gold
circle quite easily. The true test will be
hitting the inner gold as many rimes as
possible, and in trying to hit the pinhole.
Since the number 20 is repeated six times
in the ?to hit? tables, the archer can still
hit any target requiring a minimum ?to
hit? roll of 20 to 25, if he rolls a natural 20.
The arrow-tail requires a minimum roll of
26, so he cannot split an arrow at medium
range without the help of magic of at least
+1 in power. The archer will have to wait
until he reaches 12th level before he can
split an arrow without using a magic bow
or arrow.
The ranger shoots his first arrow, and
rolls a 15. He misses the pinhole, but hits
the inner gold. He rolls a 2 for his second
shot, and curses himself for his poor aim.
He misses both gold circles and the red
circle to score a hit in the blue. He scores
two easy bulls-eyes with rolls of 12 and 9,
and finally hits the pinhole with a natural
20. He tries to repeat his dead-center shot
with his sixth arrow, but rolls a 17 for a
hit in the inner gold.
The ranger now tries his hand at the
clout shoot. From a distance of 200 yards,
he shoots at a clout target 18? in diameter
with 6?-diameter inner circle with a 2?-
diameter clout peg. His minimum rolls to
hit the target are shown on Table 3.
The ranger should do well at hitting the
clout consistently, but hitting the inner
circle is a good challenge. He is still not
skilled enough to split the peg without the
aid of magic. On the average, the ranger
should hit the clout with 13 shots out of
20, five of which should hit the inner
circle.
Hero points in archery
To give archers the opportunity to influence
the results of an archery match, the
DM could permit archers to use their
"hero points" to affect their "to hit"
rolls
(see "A Hero's Reward," by Leonard Carpenter
in this issue). Archers may expend
hero points to improve their chances with
important shots. Some archers might
choose to apply hero points a few at a time
throughout the day to improve their
shooting average. Others may save their
points until faced with the dramatic moment
of truth, then gamble all their points
on one or two crucial shots. Trying to split
an opponent's arrow á la Robin Hood is
the most obvious time for a major hero
point expenditure.
Archery misses
Whenever an archer shoots at a given
target and misses, it is sometimes important
to know in which direction the arrow
flies. The easiest method to find the path
of a missed shot is to roll 1d12, and use
the result as the "clockwise" direction in
which the arrow flies or lands. For instance,
if an arrow misses the target in the
clout shoot, a 3 o'clock result on 1d12
indicates the arrow lands beyond the
clout. If William Tell, in trying to shoot the
apple off his son's head, had missed, he
would have been in real trouble if he had
rolled a 6 o'clock low shot.
Occasionally, the DM may need to know
the exact distance by which an arrow
misses the mark. This distance may be
rolled randomly. The shot will miss the
edge of the target by 4d6 inches at pointblank
range, 1d6 feet at short range, 3d6
feet at medium, and 3d6 yards at long.
Table 2
11th-level Ranger Table (Example 1)
Target | Size modifier | Min. needed to hit |
White circle | -2 | 0 |
Black circle | -3 | 1 |
Blue circle | -4 | 2 |
Red circle | -5 | 3 |
Gold circle | -10 | 8 |
Inner gold | -15 | 13 |
Pinhole | -26 | 24 (natural 20) |
Arrow-tail | -28 | 26 (natural 20 + 1) |
Archery combat
The target archery system described
here is best restricted to sport competition
only, and is definitely not recommended
for general combat. Just because an
archer can hit the bull's-eye in a friendly
tourney competition does not mean the
archer can shoot out a dragon's eye in the
heat of battle. There is no provision in the
rules for hitting a specific part of the
anatomy in normal melee combat. Aiming
at a small, seemingly vulnerable part of a
creature's body borders on the use of a
critical-hits system and has no part in the
AD&D game.
If the DM does allow a character to
attempt a difficult shot during melee (such
as shooting at a potion vial or an opponent
?s weapon), then the DM must enforce
proper restrictions on the attempt. Great
concentration and a superb shooting form
are required to hit a small target under
any circumstances. When an archer tries
to hit an object smaller than six inches in
size, only one shot per round may be
fired, regardless of bow specialization or
experience level, because of the time that
must be spent in aiming at the target. For
the same reason, a normal initiative roll
replaces the "nocked and ready"
advantage
at point-blank range (see Unearthed
Arcana, page 18) when an archer takes
aim at a small target.
An archer must remain very still to
maintain proper shooting form in target
archery, and so is a more vulnerable target
when taking careful aim during melee.
The stationary archer gains no armor class
bonus for his dexterity, since he cannot
bob and weave to avoid attack. Also, any
attack that successfully hits the archer
before he gets his shot off spoils the shot,
just as a hit on a spell-caster ruins the
spell.
Table 3
11th-level Ranger Table (Example 2)
Target | Size modifier | Min. needed to hit |
Clout, 18" diameter | -10 | 8 |
Circle, 6" diameter | -18 | 16 |
Peg, 2" diameter | -28 | 26 (natural 20 + 1) |
The archery contest
The judges who oversee the archery
contest enforce a strict code of conduct
for the entrants. Any means of gaining an
unfair advantage -- magical or otherwise
-- is forbidden. No magic of any kind may
be used by an archer, whether in the form
of a spell or magic weapon. Trying to
sneak a magic bow, arrows, or other forbidden
items into the contest warrants
immediate expulsion.
An entrance fee may be required of the
competitors in the match. The fee helps
pay for the cost of the prizes awarded and
supports the continuing work of the archery
society sponsoring the contest. The
size of the fee should be proportional to
the experience level of the archer, perhaps
20 gp per level of the entrant. Members in
good standing of the society may be given
a discount of 10% to 40%.
Country peasants and lesser yeomen pay
nothing to enter the contest, so as not to
discourage the common folk from aspiring
to win a prize. A wise monarch will do
everything possible to promote archery
practice among the people. Good archers
make for a strong army.
Entrants should be assigned to a suitable
skill class so that archers may compete
fairly against their peers. Novice archers
should face other novices, not experts.
Using the "5% principle" suggested
on the
bottom of page 74 of the DMG, the five
archery skill classes are given here.
Archery class | Experience level |
Novice | 0-2 |
Amateur | 3-5 |
Expert | 6-8 |
Master | 9-12 |
Grand Master | 13 & up |
The novice class includes low-level fighters
and rangers as well as zero-level men-at-
arms, country yeomen, and "weekend
shooters." The novice class of competition
gives these lesser archers the chance to
gain a touch of fame and a minor prize.
But most important, such contests promote
the vital battle-art of archery among
the common folk.
Archery scoring
The point-scoring system of the popular
round target is very time consuming to
simulate in the AD&D game system. Easier
ways to determine victory are needed. A
simple contest might permit each archer
to shoot 3 or 6 arrows at the target.
The archer who comes closest to the center
pinhole is the winner. If one of the
archers scores a hit in the pinhole, then
the only way to top the shot is to split the
dead-center arrow, a la Robin Hood.
In a grand archery tournament, each
archer might shoot 3 or 6 arrows at
a time through several rounds. After 1
or 2 dozen arrows in all have been shot,
the major prize may go to the archer who
has scored the most bull's eyes. If the
archers involved are very skilled, then
prizes should instead be awarded for the
most hits in a more difficult target, such as
the 4.8" diameter inner gold or even the
center pinhole. A speical prize should go
to any archer who splits an opponent's
arrow.
In the wand shoot, the judges simply
count the number of times each archer
strikes the wand. Splitting an arrow in the
wand shoot is rare, but skilled archers
may attempt such a feat to impress the
spectators and gain an extra prize.
In the clout shoot, lesser archers may be
satisfied with just trying to hit the clout as
many times as they can. Better archers
will try to come as close as possible to the
center of the clout, most especially to split
the center clout peg.
Prizes awarded in the contest should be
commensurate with the skill level of the
archers. Cash prizes for 1st, 2nd, and
3rd place are awarded in each event,
ranging in value from silver and electrum
for novices and amateurs up to gold and
gems for masters and grand masters. A
bonus prize should be given for each
arrow an archer splits.
If several different archery events are
held during the tourney, then a grand
prize should go to the archer judged the
best overall in his or her skill class. A good
performance in the clout shoot takes the
grand prize over an equally worthy showing
in target archery, since a skilled clout
shooter is the more valuable archer in a
medieval army. The grand prizes bestowed
should be useful and distinctive,
and should have cash value as well. A
bow of exotic wood, a beautifully crafted
quiver, a jeweled shooting glove, or a set
of arrows +1 fletched with rare bird
feathers are prizes any champion archer
would be proud to receive.
Each grand-prize winner also receives
an ornate trophy shaped in the form of an
arrow. The platinum arrow is bestowed to
the best archer in the grand master class,
the gold arrow in the master class, the
electrum in the expert class, the silver in
the amateur class, and the bronze arrow
to the best novice.
In every class from the amateur to the
grand master, a special booby prize is
awarded. The "wooden spoon" award is
bestowed for the worst showing in each
event. No wooden spoon is given in the
novice class, however, encouragement
should be given to novice archers, not
embarrassment.
Although crossbows and other missile
weapons are not specifically addressed in
this article, many of the guidelines that
pertain to the bow apply equally well to
the crossbow, dart, or spear. Skill and
accuracy with the throwing axe, dagger,
or javelin can be tested by hurling the
missile at a round target from, a range of
20 to 60 yards. Crossbow shooters can
compete in the same types of target archery
or clout shooting contests enjoyed by
longbow archers. Characters who favor
many kinds of missile weapons should be
given the chance to experience the thrill of
competition.
With the guidelines presented here, the
DM can run an archery contest tailored to
the needs and flavor of his or her campaign
world. The DM should check out
various books on archery, some of which
are suggested below, to learn more about
archery, both medieval and modern.
Armed with this knowledge, the DM can
provide the players with an adventure
reminiscent of the tales of Robin Hood or
the lejendary feats of William Tell.
Suggested reading
Burke, Edmund. Archery. New York:
Arco Publishing Company, Inc, 1961.
Gillelan, G. Howard. Complete Book of
the Bow and Arrow. New York: Galahad
Books, 1971.
Longman, C. J. and Walrond, H. Archery.
New York: Frederick Ungar Publishing Co.,
1894.
Scott, Sir Walter. Ivanhoe. New York:
New American Library, Inc., 1962.
Stone, George Cameron. A Glossary of
the Construction, Decoration, and Use of
Arms and Armor. The Southworth Press,
1934; reprinted,. New York: Jack Brussel,
1961.