I was wondering... why are loading times for ranged weapons that big? I mean, 2 rounds just to load a bow or a sling... doesn't that make ranged weapons a bit useless?
Two rounds is only four seconds. With the Speed Loader talent, that means that you can grab an arrow and nock your bow in two seconds, and can fire one arrow every other round-- every four seconds. Nothing human can do that.
Not to mention, compare a bow to a spell like Elemental Bolt. You can fire an Elemental Bolt every round, but it only does a Tiny critical; you can scale up to a Small at a -10 penalty, but then you can only fire it every other round, unless you take another -10 penalty. The Longbow does Medium critical, has an attack bonus at less than forty feet, and doesn't consume extra ammo when fired at long distances.
Biggest advantage of either spells or projectile weapons is not having to be up close to hit; they allow you to strike your enemies with impunity. Considering how ugly melee gets in HARP, this is a considerable advantage that more than makes up for a slower attack rate. Only reason I don't play Archers is the fact I always play Gish of some kind or another-- almost all of my characters have some kind of ranged attack spell.
Also, as a side question, how do you set up encounters? Looking at the creature tables, lvl 2 enemies (or even lvl 1) are more powerful than all the characters. Last time I had a cleric (paladin like) and a warrior mage with a dog fighting a giant beetle, and they almost got killed (3 lvl 1 vs 1 lvl 2 seemed fair enough for me, but now it does not).
If you're new to HARP, chances are your players are new to HARP as well. How much were they parrying, and were they using team tactics to keep the beetle attacking the toughest character, or the character who was parrying the most?
Part of the problem is, I'm willing to guess that neither the Cleric nor the Warrior Mage was wearing armor.
If you're not wearing armor and you're not parrying effectively, melee is much more difficult than if you play the classic tactic of having heavily armored characters taking the brunt of the attacks with the others taking potshots from positions of relative safety.