BOWS


 
Aiming for realism in archery Bowmanship A Long Bow Isn't Always a Strong Bow - -
Archer 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.

Firing at very long range

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)

Target sizes

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

  • Encyclopedia Britannica Vol. 2, William Benton, publisher, Chicago, London, Toronto, 1959
  • C. J. Longman and H. Walrond, Archery, Frederick Ungar Publishing Co., New York, 1894
  • T. M. Hamilton, Native American Bows, George Shumway Publishers, York, Pa., 1972
  • G. Howard Gillelan, ABC’s of Bow & Arrow, Stackpole Company, Harrisburg, Pa., 1967

  •  

     
     
     
     
     
     
     

    OUT ON A LIMB

    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!

    OUT ON A LIMB
     

    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)
     

    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.