Corwin the Confused
First Post
ConcreteBuddha said:Okay, I've seen them from both sides of the DM/player fence, in multiple games. I've used concealment, spells, sundering, grappling, disarm, cover and every other archer-counter in the book.
I still think they are too powerful. And this is coming from a Munchkin (me).
As an example: in the game I'm in right now, we're L7. We've got two melee types and two archer types. They are as follows:
Melee:
human L7 fighter TWF bastard sword twink
lizardfolk L5 barbarian 27 AC, long sword/shield twink
Archer:
elven L4 fighter L3 rogue archer twink
elven L7 cleric of elf domain archer twink
The archers do the most damage, hands down. Sure, their AC is bunk, but who cares? Most baddies die before they're in melee combat. Even then, they've got Mithril chain shirts and a 20+ dexterity.
There are a couple of ways to deal with your situation:
1. Deal with it. D&D is a team sport. Usually everyone fills a role or roles. There are the point men that get in the front line, suck up the damage from the BBEGs and hopefully give as good as they get. There are your artillary men that stay in the back and deal damagte from a distance. And there are men that are a little of both.
2. Next time there is an encounter do not charge the BBEGs. Hunker down and let them come to you. And attack one flank of the BBEGs and let the Archer's take on the other flank. Even with their miythral shirts and high dex the BBEGs might kill them and any other artillary men i.e. Arcane spell casters and Non-combat focused clerics, etc. Then they will learn to appreciate the safety of fighting behind the close range fighter types.
FYI, historically archers on the losing side of some battles had their fingers cut off. And there is a saying that says, "The honor went out of war when you no longer had to look in the face of a man as you killed him."