Kurgan wrote:But for some reason, people love to put new limitations on the crossbow. No offense if you do, I just find it a bit amusing.
Kurgan wrote:The only change I make is getting rid of the diagonal ability. To me those 8 squares that surround you can't be hit (I think the Japanese edition did it best). Is that more realistic? Not in the slightest, but neither is saying it can't hit adjacent squares.
I suspect that the "some reason" is game balance, the same reason that I imagine the original designers placed the "not against orthogonally adjacent targets" limitation, and the same reason that I think you put a new limitation on the crossbow yourself "not against diagonally adjacent targets" - which incidentally I agree with - without these limitations the crossbow would become, pretty much the 'ultimate' weapon and render all the others pointless (with the possible exception of the battle axe).
My remaining question on the crossbow is, having extended the existing "not against orthogonally adjacent targets" limitation to include "not against diagonally adjacent targets", is that sufficient to make the Crossbow balanced?
The piece outstanding in my mind for debate is around introducing or not introducing a "cannot use with a shield" limitation particularly when you consider introducing short bows / bows / longbows could/would/should these have the same limit or lack of around shields as the crossbow (but no need to debate that here there is a crossbow shield thread already)?
Kurgan wrote:2) Can hit just about anything. In the EU edition you don't even have to really AIM. Any monster in the same room with you is visible to be hit. In a corridor you have to trace an invisible line, yes. In the NA edition you are always tracing invisible lines but it doesn't have to follow the rules of Chess to hit!
Minor point on this one but there is a distinction at least in the EU edition (and possibly NA), implied but not stated as usual, between what you can see and what you can target with a missile weapon so this statement may not be entirely accurate.
Kurgan wrote:6) Can hit stuff you didn't even think of. Yes, it is explicitly limited in that you can't hit an "adjacent" square. But as many have pointed out over the years (and Avalon Hill even accepted when asked about it on twitter) it "doesn't say" you can't hit the four close ("orthogonally adjacent") squares. So many interpret that to mean you CAN making it even more useful. The Japanese version excludes this however but most don't seem to care what the Japanese edition says.
To be clear I think the original restriction DOES say that you can't hit the four close ("orthogonally adjacent") squares, I think you may be thinking of the four diagonally adjacent squares.
Kurgan wrote:And yes, if you get a strength bonus from a potion or spell, that applies to your ranged weaponry as well. Why wouldn't it?
Interesting, I never played it that way, although that is more based on other similar games whether strength plays a part in hand-to-hand weapon use, NOT missile weapon use (which is based on the strength of the weapon) and on logic, in that it doesn't matter how hard you pull on a crossbow string, the power in the shot remains the same. However I do see your point in that the game states 'next time you attack' and attack could be read to include hand-to-hand and missile attacks, but it is difficult to work out the correct interpretation as sometimes the rules use the term 'attack' to cover both missile and hand-to-hand but sometimes to refer to only one or the other and NOT both...more thought required.