What's the AC for the middle of a bullseye at an archery contest?

Demoquin said:
How would the big dude have 10' more range than i do?

Ranged Weapons
Longbow 75 gp 1d6 1d8 x3 100 ft. 3 lb. Piercing
Longbow, composite 100 gp 1d6 1d8 x3 110 ft. 3 lb. Piercing

-Hyp.
 

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On the subject of splitting an arrow:

My step father once split his own arrow during bow hunting practice. The funny thing, though, was he didn't hit the center of the target. He just happen to hit the exact same off-bullseye spot twice within a couple shots.

Quasqueton
 

Hmmm,

I'm not too sure about all of this this?
Correct me if my thinking or calculations are incorrect in this.

The inner target is let's say fine in size (half a foot). [Is this actually correct by the way]
The target is immobile thus having an effective Dex of 0.
Assume the target has no natural AC enhancement or protection.

Thus the AC of the inner target is AC 13 = 10 - 5{Dex} + 8{Size}.
This seems pretty easy to hit more often than not for an archer. Even with penalties for range on the shot.
Have I missed something here?

Best Regards
Herremann the Wise
 

I think it would be higher than AC 13 if you were trying to hit the bulls eye. The little chart looks useful enough. AC 31 for a bulls eye is a hard target even for a lvl 10 (barring crits)
 

For purposes of merely running a CONTEST in-game the contest rules don't need to conform precisely to the game rules, and in fact, depending on how the contest itself is set up to be run the game rules might get in the way of making the contest itself an interesting event.

Myself I'd probably start by setting the range at the maximum of short range and then call the bullseye AC 15, maybe even AC 10. Whatever - just set the range and AC of the target at numbers that will be within the capability of the participants to actually HIT with reasonable consistency, but that misses would also not be uncommon.

Each contestant shoots an end of 6 arrows. Those who fail to bullseye with all six are eliminated. Alternatively, each hit of the AC is a bullseye and scores 10. A miss scores 1 point less than 10 for each point of lower AC that actually would be hit. I.e., if the bullseye is 15 and you only hit AC 13 then you score a hit in the 8 point ring instead of the 10 point bullseye. Scores are added for your six arrows and if you don't score at least 30 you're eliminated. The remaining contestants step back one range increment and shoot another end of 6 arrows. Lather, rinse, repeat. When you get to a point where there are few contestants left you might lower the score actually needed to progress to the next round, or declare a "finals" round where the highest score achieved with the next dozen arrows will be declared the winner.

That kind of method should give the edge to the contestent with the highest natural stats and bonuses, but still allow bad random dice rolls to keep it seeming like a contest.

Really we all know that statistics will otherwise dictate that in a contest where there are going to be more arrows shot over time the character with the highest total of bonuses could simply be declared the winner, but a simple one-shot-for-all-the-glory kind of contest is a crapshoot. In that kind of competition you may as well roll a d20 without regard to bonuses and simply have the high roller declared the winner.

But then who says an archery competition needs to be just shooting at an unmoving target of concentric rings? Heck, a quick look at a few google links showed me that rules for Olympic archery weren't initially standardized and it wasn't until 1972 after 40 years or so of absence that archery was actually reintroduced as an Olympic sport! Maybe it should involve clout shooting (look it up on the net), trick shots and amazing feats, speed, or should also involve hunting/tracking skills? If so, you need to design or borrow additional rules to better represent your competition - and most importantly keep it the kind of competition that can keep players INTERESTED and perhaps work in a bit of roleplaying elements.
 

Saeviomagy said:
Basically it's going to come down to an opposed ranged combat roll. They guy with the highest number wins.

I daresay a robin hood - where one individual hits bang on the dot, and the other splits the arrow to do the same - is going to be the outcome if two natural twenties are rolled...

This is how I'd handle it, as well. Frankly, skilled archers in a competetive setting (i.e., not in the chaos of combat) are not going to miss an entire target, and if you handle an archery contest as a series of attack rolls, that could happen. It's better to handle it as you would any other contest ... with opposed rolls, then a description of the action.
 

To add to what D+1 said, I think you're going about this the wrong way.

The question you *should* ask, instead, is "Who do I want to be able to win this competition?"

If the answer is, "Anyone with any skill at all could possibly win," then the target's AC should be low

If the answer is, "I want the final round to be a duel between nigh-Epic level archers, with all the appropriate archery feats and tricked-out magical bows," then you need to set the ACs appropriately.
 

Demoquin said:
I think it would be higher than AC 13 if you were trying to hit the bulls eye. The little chart looks useful enough. AC 31 for a bulls eye is a hard target even for a lvl 10 (barring crits)

I wouldn't allow crits, it is an inanimate object (which I don't think you can crit) and I assume you aren't keeping track of the target's HP, which is all the crit affects.

Crits are hitting a soft spot, causing more damage than usual, not hitting exactly where you aimed.
 

My two cents: you would do better to treat this as a skill competition, in which your BAB is a surrogate for ranks in the skill, rather than a combat competition.

Thus:

no fumbles.

allow someone to take 10.

set a DC rather than an AC.

allow synergy or aid from other skills that might be related -- if there is a crowd, for example, perhaps the right kind of Perform skill might provide a synergy bonus. Or perhaps a Concentration check vs. DC 15 provides a bonus (or avoids a penalty). There are many different ways to go with this. Be flexible; let the PCs be inventive, let them play to the strengths of their characters.
 

well hitting a 5' square is a base DC5. A target is usually 4-5 in circumfrance. so I would say a base 10 just to hit the thing and a base 20 for the center ring (its not that hard to hit a 10 on a bullseye). Now here comes the hard part. Distance is the main difficulty. you usually learn to shoot at a minimum of 10-15 yards. after that I would add 1-2 to the DC for every 5 feet. So hitting the bulls eye at say 100 yards would be a 105DC (which realisticly is pretty accurate if you can get within 10 yards of a target at 100 yards that pretty good, noone competes at these ranges, most compettitions are held at the same range usually 10-20 yards and its the best overall score) At 20 yards a DC of 30-40 is not unnrealistic and just hard enough to make a challenge. (trust me Ive seen over 50 olympic class archers try to hit a regulation target at 100 yards and most get within 5 feet and a few hit the target, luck is the main factor at those ranges, look at a long bow its effective range is 110' roughly 36 yards)
 

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