Archers: Gameplay Tips
All of the attacks (melee or ranged) hit 100 percent of the time except when the attacker is suffering from a debuff (e.g. blinded). Then the defender rolls for resistances to see if the damage is reduced to 25%, which means it was a glancing hit.
Ranged weapons have a stat called Accuracy. The range of a weapon is its accuracy X 2. It will hit for its normal damage up to its accuracy in meters and then damage will start gradually dropping off. Beyond accuracy x2 your archer will simply not shoot.
Ranged attacks are effected by line of sight. You can’t shoot through your own people for instance.
And last but not least as mentioned before arrows are deflected by shields as long as the person bearing the shield has at least 1 shield point left. Deflected means the attack gets blocked without any damage and loss of shield points.
There are multiple ways of dealing with archers. You can rush them and get in their melee range for instance. Since shooting at another enemy will trigger an attack of opportunity that will lock them up. Or you can advance at them with your princeps protecting your light infantry. Or you can keep your distance since their damage would be minuscule beyond effective range.
Ranged (or melee) attacks having a chance of missing is a game convention (comes from D&D). A combat system in a game is an abstraction and different designers abstract different things. We emphasized the chance to defend instead of the chance to attack for several reasons. But if you want a reason rooted in realism, here’s one we got from our HEMA advisor:
We assume the characters in this game are proficient at using their weapons. At this relatively short combat range an actual archer would hit a melon sized target 100% of the time. As the distance increases a human target would still be tagged 100% of the time but not with that precision.
The damage drop off simply simulates the archer’s inability to hit a vital body part. And beyond that our archers simply will NOT shoot.