I think it is uncontroversial to say that melee combat is in many ways crucial to sophisticated DnD 4e combat. Shifts, attacks of opportunity, aiding another in combat, bull rushes, grabs, defenders (with the possible exception of swordmages), and to a lesser extent forced movement all provide an exciting mix of options for combat. Stealth and many classes do work well or even exclusively at range, but in many ways they work best in concert with melee allies.
This is of course a legitimate choice on 4e’s end. Dungeons and Dragons, as the name implies, is fantasy oriented. However, for those of us that like the system but prefer steampunk, pulp, modern, or sci-fi settings the melee orientation can be limiting. Dune and Lensmen both show that these settings can work in a melee oriented way, but it would be nice if that was an option, not a requirement.
So what would it take to get DnD as robust for a primarily ranged party as it is for a mixed or primarily melee party? First off, additional defender classes/alternate builds for existing ones), but this can’t just be about defenders, many of the melee options discussed above are viable for a range of classes. To really get there, I think cover-based fighting is the ranged equivalent of attacks of opportunity.
By this, I don’t mean cover as a technical term in DnD, I mean the general feel of cover based first person shooters and the like. Here’s a broad outline of what I’m thinking after the cut.
I’m not going to try to think through all the defender rules, there’s a range of obvious possibilities: your shotgun type ranged basic attacks with stopping powers, your automatic weapon type doing nasty at-wills as ranged basics, a heavy weapons user that adds an extra stat to ranged basic attacks, a highly mobile defender that can provide covering fire as a minor, one that can ignore adjacent cover when calculating whether an enemy is exposed. These rules are pretty rough, they’d probably take a fair amount of debate and play testing to get right even before figuring out the defender roles. That’s why I’m posting them here. If anyone’s interested in playing with working them out, let me know. If you go on to use them on your own treat this as in the creative commons, give me credit but feel free to modify them and distribute them for free. [I figure my next step is to make up some monsters that use these type of rules and see how they play.]
and [are] still exposed at the end of that move action. [Becoming exposed during the move does not provoke, but means that any subsequent moves or standard actions have the potential to provoke].
[Update: A few changes to improve clarity, I hope.]
[Update 2: Rethought somewhat how moving and provoking would work.]
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