D&D 3.x [3.5] Archer changes

LokiDR said:
If most of the oppents you face fit into those two catagories, you fight a scewed selection of opponents.


No, you don't. Check the Acs for creatures in the CR 7-11 range. Many of them are surprisingly low.

If you are facing 4 enemies, you assume that every time you down one, another will be in range? Think of fighting the iconic party: cleric, fighter, wizard, rogue. Wizard won't be in melee, the cleric would back up and heal himself. Rogue should have the good sense not to get that low on HP. Again, skewed matches.

Positioning and smart use of reach weapons. Intelligent selection of opposition targeting, hit the rogue first, before he can withdraw, drop him and then Cleave the fighter, and so on.

You must face a lot of stupid opponents. If you have your reach weapon out, they should assume you can use it, or they shouldn't be alive long enough to reach higher levels. 1/2 cover stops AoOs, so think tower shield, or useing the guy in front of you.

Which gives you cover as well. Thus, you win in that now you get a cover bonus to your AC, something the archer player won't get. And most enemies don't have tower shields, and if they do, they don't have missile weapons or two handed weapons, meaning you once again win.

Many monsters have reach themselves, and don't charge up.


In which case, you are better off than the archer, who will likely be enveloped in the creature's reach and suffer an AoO any time he tries to draw his bow.

Then, what happens if they open combat with twinked out archers of their own? Combat reflexs is nice, but far from increasing your average damage output more than slightly.


Then you advance and sunder their bows, rendering their tricked out archers useless. Since they don't have a melee weapon out, they don't get an AoO, and since they are not proficient with bows as melee weapons, they suffer a -4 nonproficiency penalty to the opposed roll, and don't get to use their ranged feats to oppose it. Good bye bow.

If you only swing your weapon in combat 10 times in a day, sure you are looking at a big boost. And if you have 5 combats in a day, all lasting 4-8 rounds and you are throwing 2-3 swings per round average, that extra isn't nealy as impressive.

It is still a hefty boost. And Power Critical only applies to melee attacks, check the description in MotW.

While we are on the subject, archers will get more full attacks anyway, as they don't have to run into melee.

Assuming they have plenty of room in between them and their opponents, and are not in an enclosed space, and don't have to reposition themselves to shoot around allies, or other cover.

No, they get an extra attack all the time :)

At -2 to all their attack rolls. Including opposed attack rolls to avoid being disarmed or avoid having their bow sundered. A good melee combatant can hack an archer into uselessness without breaking a sweat. The melee combatant gets extra attacks using things like Cleave at their normal BAB.

Feats for general combat abilty, like weapon focus and specialization, also tend to work with ranged weapons. Melee options are, by and large, other options for combat, not better ones.

Nope, they increase the number of attacks, in many cases by a lot. Plus, melee attacks on an attack for attack basis tend to be more damaging, due to the limits placed on Strength being used in ranged attacks, the higher base damage of many melee weapons and other factors.
 

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Storm Raven said:
And so on and so forth. And that was just from checking a random sampling of the "D"s, "F"s, and "G"s. There are plenty of opponents in the CR 7-10 (and beyond) range that have ACs below 20, significantly so in some cases. There are plenty higher than that too, but 20 is not scraping the bottom of the AC barrel for reasonable opponents against a 10th level party.

Okay! Interesting to find that. My practical play experience at level 10ish D&D3 is limited.
 

Just to add a point or three...

As usual, I'm at work, don't have my references, etc with me... but I will post anyway and have the readers go on faith with the numbers of which I talk about. :P

I have done the comparisons between non-magicked Greatsword, Archer and two-weapon-fighting characters (The latter is available online, but the Archer I hadn't written yet). The biggest thing that many arguments tend to overlook is that the archer with PBS/RS has spent 2 feats to get that -- the Greatsworder thus could take WF/PA. At 3rd level, the Greatsworder can take a -3 to his attack roll and be at the same -2 as the archer (to attack once). Assuming both attacks hit for the archer, they will do 1d8+1d8. The Greatsworder will do 2d6+3+1.5str, or 9 vs 14 (assuming 16 strength).

These are kind of an isolated numbers, I realize; I have created a full spreadsheet that gave average damages for each 'required to hit' level (not AC, but # needed to hit on a d20, so its easier to guage overall), which better illustrates the average damage per round (chance to hit with X number of attacks, multiplied by the average damage) which gives an excellent indication of the 'maximum power' of the character.

IIRC, from that table, archers may shine when the # required is low, but average damage increases for the Greatsworder rapidly, who can deal out plenty more o' damage. This trend continued through the first secondary attack gained at +6 BAB.

If you give the Archer a bow for strength, well you've spent a good amount of GP, which gives the Greatsworder a Masterwork sword (at least), thusly increasing his damage potential as well.

Now, admittedly, I didn't test out the magic item possiblilities, and the stacking of bonuses may make things murkier; albeit I think it's the GMW issue again rather than having to buy all those arrows. And I believe that melee types are not lacking for their own special niftys.

Again, I hate to post this bare on details; I will post tommorow with more specifics if anyone is interested. You can get a base feel for it from the above-mentioned (and below linked) TWF comparison document, which has the average damage tables at its end.

Kannik
 

Storm Raven said:
No, you don't. Check the Acs for creatures in the CR 7-11 range. Many of them are surprisingly low.
Many are not. Demons, dragons, giants and devils to name a few. NPCs definate are not. As I said, if MOST are in these catagories, you have a scewed fights.


Storm Raven said:
Positioning and smart use of reach weapons. Intelligent selection of opposition targeting, hit the rogue first, before he can withdraw, drop him and then Cleave the fighter, and so on.
If you can reliably drop the rogue in one round of attacks, he wasn't a challenge in the first place.


Storm Raven said:
Which gives you cover as well. Thus, you win in that now you get a cover bonus to your AC, something the archer player won't get. And most enemies don't have tower shields, and if they do, they don't have missile weapons or two handed weapons, meaning you once again win.
Free action: drop the shield. Animated tower shield. Using the guy in front of you for cover, preventing AoOs. Archer firing from farther away than you can reach. No, your reach weapon just isn't as broken as you thought it was.


Storm Raven said:
In which case, you are better off than the archer, who will likely be enveloped in the creature's reach and suffer an AoO any time he tries to draw his bow.
Tumble, manyshot.

Storm Raven said:
Then you advance and sunder their bows, rendering their tricked out archers useless. Since they don't have a melee weapon out, they don't get an AoO, and since they are not proficient with bows as melee weapons, they suffer a -4 nonproficiency penalty to the opposed roll, and don't get to use their ranged feats to oppose it. Good bye bow.
Ya, the archer is in front and doesn't drop his bow after taking his full attack. Spiked gauntlets? Shoot and run? Face it, your combat reflexes just aren't going to be winning you the AoOs like you think they are.


Storm Raven said:
It is still a hefty boost. And Power Critical only applies to melee attacks, check the description in MotW.
5x4x2 = 40. The difference between your damage 40 times and 42 times is, what, 5%? Also, the is Hunter's Mercy: auto hit, roll to confirm the automatic threat of critical. Bows have a high crit multiplier.


Storm Raven said:
Assuming they have plenty of room in between them and their opponents, and are not in an enclosed space, and don't have to reposition themselves to shoot around allies, or other cover.
Presise shot? Sniping nests? Delay action until you can target again. If the enemy is at all in control of the situation, it is a lot easier to make the situation favorable to archers than melee. Arrow slits are a great example.


Storm Raven said:
At -2 to all their attack rolls. Including opposed attack rolls to avoid being disarmed or avoid having their bow sundered. A good melee combatant can hack an archer into uselessness without breaking a sweat. The melee combatant gets extra attacks using things like Cleave at their normal BAB.
Cleave does not come up unless you are facing a horde. We are not talking about melee vs archer. We are talking about who pumps out more damage as part of a team. Melee are subject to every nasty ability of monsters. Archers can loose their bows. Being away from danger is often better than having a single weaknes.

One more point on breaking bows. It follows the rules for striking an object in hand, not sunder. And, considering money is power in D&D, why would you want to waste a valuable item such as the bow? Only if you were desperate.


Storm Raven said:
Nope, they increase the number of attacks, in many cases by a lot. Plus, melee attacks on an attack for attack basis tend to be more damaging, due to the limits placed on Strength being used in ranged attacks, the higher base damage of many melee weapons and other factors.
Cleave increases number of attacks, and not that often. What are all these other feats you keep thinking of that add more attacks? TWF is weaker than two handed. Feats do not make melee more dangerous than archers, and archers still have range.
 

Mike Sullivan said:

Okay! Interesting to find that. My practical play experience at level 10ish D&D3 is limited.

One thing to note is that roughly 1/3 the opponents you face are sentient & capable of using their magical treasure. This means that the default values can, and should, be increased by the appropriate magical loot. It often isn't much, but adding a few points of AC from bracers, rings, shields, etc can and should happen.

By the same token, about 1/4 of the listed creatures have DR, which was not in your calculations either, but can be mimicked with a few points of AC boost.

AC20 is on the high side of typical but still well within the norm for 10th level.
 

Re: Just to add a point or three...

Kannik said:
If you give the Archer a bow for strength, well you've spent a good amount of GP, which gives the Greatsworder a Masterwork sword (at least), thusly increasing his damage potential as well.

I'd like to ask what the purpose is in doing unmagicked comparisons, or first-level only comparisons.

Does anyone seriously play games where the majority of play time is at first level? Does anyone seriously play games without magic?

As I said above, yes, for the archer to excel, he has to get more bonuses than the greatswordsman. However, he also can take multiple bonuses.

Yes, it may be, on some platonic plane, unfair to compare an archer who's benefiting from Bull's Strength, Cat's Grace, Bracers of Archery, a magical mighty bow, point blank shot, rapid shot, precise shot, and GMW on his magical arrows to a swordsman who's benefitting from Bull's Strength, and a magical sword (plus the feats that they can both benefit from), but the fact of the matter is that given the resources available to fighters in a level 9 party, all or most of those things are likely available to the bowman, while the swordsman can't get more. You can give the swordsman Cat's Grace, but his damage won't go up. There is no equivalent of bracers of archery for the swordsman. There is no feat which gives the swordsman a flat extra attack every round, nor one that gives him +1 to hit and damage. But a 9th level fighter-archer can take Point Blank Shot, Rapid Shot, Precise Shot, Weapon Focus, Weapon Specialization, and Improved Critical and still have three feats left over, even if he's not human.

That's not the be-all, end-all of the situation. The feats which the swordsman gets, which do add to his damage output, but not in an easily analyzable way (and in a very campaign-specific kind of way, too) are relevent. But I really don't think that it makes sense to examine the characters based on what's "fair," rather than what they will get in your game. And besides Bracers of Archery, what of the above is unlikely to be available to the characters in any of your (yes, you people on this thread) games?
 

So, since it was pointed out that my analysis involved unreasonably high AC's, I'd like to remedy that. Here's a much broader attack on AC's 15 and 20, with many of the options discussed on this thread.

To recap:

Bob is an archer with a Str 10, Dex 20. He is a 9th level fighter. He has WF - Longbow, WS - Longbow, PBS, Rapid Shot, Improved Critical - Longbow.

Gary is a greatswordsman with a Str 20, Dex 10. He is a 9th level fighter. He has WF - Greatsword, WS - Greatsword, Improved Critical - Greatsword, and Power Attack.

In all of the below calculations, we will examine Bob and Gary assuming this equipment:

Bob: +3 (mighty) longbow, +3 arrows (through GMW), +4 Dex modifier.
Gary: +3 greatsword, +4 Str modifier.

Now, some of the options we will check out:

Base characters (Bob attacks at +21/+21/+16 for 1d8 + 6 19-20/x3 damage, Gary attacks at +20/+15 for 2d6 + 15 17-20/x2 damage).

Gary Power Attacking at +3, Gary Power Attacking at +5. (Gary attacks at +17/+12 for 2d6 + 18 damage, and Gary attacks at +15/+10 for 2d6 + 20 damage).

Bob given a +2 Str modifier, a +4 Str modifier. (Same attack bonus, 1d8 + 7 and 1d8 + 9 damage).

Bob in and out of 30 feet. (Attack bonus up to +22/+22/+17 for 1d8 + 9 damage)

Bob with Bracers of archery. (Attack bonus up to +23/+23/+18, possibly a one point increase in damage)

Plus maybe some combinations of the above.

Opponent with 15 AC

  • Bob base: 95% chance to hit, 95% chance to hit, 95% chance to hit = .95 * 12.6 + .95 * 12.6 + .95 * 12.6 = 35.91 damage

    Gary base: 95% chance to hit, 95% chance to hit = .95 * 26.4 + .95 * 26.4 = 50.16 damage

    Gary power attacking at +3: 95% chance to hit, 90% chance to hi = .95 * 30 + .9 * 30 = 55.5 damage

    Gary power attacking at +5: 95% chance to hit, 80% chance to hit = .95 * 32.4 + .8 * 32.4 = 56.7 damage

    Bob with +2 str: 95% chance to hit, 95% chance to hit, 95% chance to hit = .95 * 13.8 + .95 * 13.8 + .95 * 13.8 = 39.33 damage.

    Bob with +4 str: 95% chance to hit, 95% chance to hit, 95% chance to hit = .95 * 15 + .95 * 15 + .95 * 15 = 42.75 damage

    Bob within 30 feet: 95% chance to hit, 95% chance to hit, 95% chance to hit = .95 * 16.2 + .95 * 16.2 + .95 * 16.2 = 46.17

    Bob with bracers of archery (not in 30 feet): As Bob base (he doesn't need the extra bonus to hit).

    Bob with bracers of archery, +2 str, and within 30 feet: 95% chance to hit, 95% chance to hit, 95% chance to hit = .95 * 18.6 + .95 * 18.6 + .95 * 18.6 = 53.01 damage.

Opponent with 20 AC

  • Bob base: 95% chance to hit, 95% chance to hit, 85% chance to hit = .95 * 12.6 + .95 * 12.6 + .85 * 12.6 = 34.65 damage

    Gary base: 95% chance to hit, 80% chance to hit = .95 * 26.4 + .8 * 26.4 = 46.2 damage.

    Gary power attacking to +3: 90% chance to hit, 65% chance to hit = .9 * 30 + .65 * 30 = 46.5 damage.

    Gary power attacking to +5: 80% chance to hit, 55% chance to hit = .8 * 32.4 + .55 * 32.4 = 43.74 damage.

    Bob with +2 str: 95% chance to hit, 95% chane to hit, 85% chance to hit = .95 * 13.8 + .95 * 13.8 + .85 * 13.8 = 37.95 damage

    Bob with +4 str: 95% chance to hit, 95% chane to hit, 85% chance to hit = .95 * 15 + .95 * 15 + .85 * 15 = 41.25 damage

    Bob within 30 feet: 95% chance to hit, 95% chance to hit, 90% chance to hit = .95 * 16.2 + .95 * 16.2 + .9 * 16.2 = 45.36 damage

    Bob with Bracers of Archery (not w/i 30 feet): 95% chance to hit, 95% chance to hit, 95% chance to hit = .95 * 12.6 + .95 * 12.6 + .95 * 12.6 = 35.91 damage

    Bob with bracers of archery, +2 str, and within 30 feet: 95% chance to hit, 95% chance to hit, 95% chance to hit = .95 * 18.6 + .95 * 18.6 + .95 * 18.6 = 53.01 damage.
 

LokiDR said:
Many are not. Demons, dragons, giants and devils to name a few. NPCs definate are not. As I said, if MOST are in these catagories, you have a scewed fights.


You will have ACs running through a reasonably wide range. Even most 10th level NPC opponents are usually going to fall into the 20-25 AC range.

If you can reliably drop the rogue in one round of attacks, he wasn't a challenge in the first place.

Most 10th level fighters can reasonably expect to drop a 10th level rogue in one rounds worth of attacks, maybe two. (Average hit points for a 10th level rogue are 35, up to 45 if he has a 12-13 Constitution, up to 55 if he has a 14-15). Most melee fighters can easily dish out that level of damage in a round. Almost all can guarantee to dish that out in a round and a half.

Free action: drop the shield. Animated tower shield. Using the guy in front of you for cover, preventing AoOs. Archer firing from farther away than you can reach. No, your reach weapon just isn't as broken as you thought it was.

So you've dropped your shield. Leaving aside the fact that it is a move equivalent action to loose a shield (check the SRD, under Combat Actions, the action is "Loose a Shield"), you've run up to me, dropped your primary defense, and are now wielding a one handed weapon without a shield while facing me. Yeah, you've done yourself a great service there.

Animated tower shields? Do all of your opponents have access to +3 equivalent magical shields on a regular basis? Even at 10th level, a 9,000 gold piece investment in a piece of equipment like that is quite a hefty amount. If your opponents are using that, then they are not going to be using magical weapons, expensive armor, or any of the other things that make them dangerous to you.

If the Archer is firing from further away than you can reach, then they aren't getting the much of the benefits of the Bracers, Point Blank Shot, or Weapon Specialization, nullifying most of their benefits. At that point, the melee fighter is almost as good as the ranged fighter at ranged combat.

If you use the guy in front of you for cover, then he is subject to AoOs, either that, or he had to approach in such a way as to expose himself to an extra round of attacks.

Tumble, manyshot.

Still further investment of resources. You've used up another feat, and probably invested in a cross-class skill (unless you took a level of rogue or bard, in which case you diluted your offensive capabilities). You are restricted to light encumbrance, meaning you can't carry very much, and you still have to make the Tumble skill check (which isn't all that easy if you are buying your Tumble as a cross-class skill). If you fail, you are going to be hit. Manyshot reduces your potential damage by a significant amount, since the BAB penalty is so high. Basically, you can risk getting an AoO to do less damage than you could in melee. Yipee.

Ya, the archer is in front and doesn't drop his bow after taking his full attack.

If he drops his bow, he's not going to be getting much benefit from being a twinked out archer now, is he?

Spiked gauntlets?

Unusable if you are wielding a bow. Your hands are occupied with the bow. If you decide to use the gauntlets to attack, you cannot use the bow, and vice versa.

Shoot and run?

If you shoot and run, you are getting one shot. Or maybe more than one at a sever BAB penalty if you use Manyshot. And if you shoot and run, you once again are not getting much benefit from your "within 30 feet" feats and equipment.

Face it, your combat reflexes just aren't going to be winning you the AoOs like you think they are.

Oh, they will, from experience, they will.

5x4x2 = 40. The difference between your damage 40 times and 42 times is, what, 5%? Also, the is Hunter's Mercy: auto hit, roll to confirm the automatic threat of critical. Bows have a high crit multiplier.

To use Hunter's Mercy, you have to have at least 4 levels of Ranger, maybe 6 (if you don't put a good score in Wisdom). That dilutes the number of feats you get by quite a bit, since you are not taking Fighter levels. And Hunters Mercy is only available in Faerun, so if you are in Greyhawk, it isn't an option.

Presise shot?

Precise shot does not negate the AC bonus from cover, not even cover provided by your own allies. It only negates the -4 penalty from firing into melee, which is different.

Sniping nests?

As an adventurer you are able to set up sniping nests on a regular basis?

Delay action until you can target again.

Ceding the intiative and control of the situation to your enemies. Smart move.

If the enemy is at all in control of the situation, it is a lot easier to make the situation favorable to archers than melee. Arrow slits are a great example.

Arrow slits are not normally available to adventurers as a regular option.

Cleave does not come up unless you are facing a horde.

Cleave comes up anytime you are facing more than one opponent. That you are unable to figure this out is surprising, but given your lack of grasp on other rules, maybe it should not be.

We are not talking about melee vs archer. We are talking about who pumps out more damage as part of a team.

We are talking about who is more effective as [art of a team, and it isn't the twinked out archer.

Melee are subject to every nasty ability of monsters. Archers can loose their bows. Being away from danger is often better than having a single weaknes.

Without his bow, an archer is completely useless. Instead of being a damage causing machine, he is a liability, the qeuivalent of an NPC Warrior class cohort along for the ride.

One more point on breaking bows. It follows the rules for striking an object in hand, not sunder.

And those rules are even more disadvantageous for the archer. Gosh, that makes your case seem so much better. Not only can you break the archer's bow, but you can do it using rules that make it easier to do than when trying to break other weapons.

And, considering money is power in D&D, why would you want to waste a valuable item such as the bow? Only if you were desperate.

Considering your rull of the mill opponent is running around with +3 equivalent magical shields, I don't think money is a problem.

Besides, if you want to relieve an archer of his bow without breaking it, just disarm him. The opposed roll will be almost trivially easy for your typical melee combatant, given the fact that the archer is nonproficient with the bow as a melee weapon, can't use any of his ranged feats to bump his AB, and is otherwise at a huge disadvantage.

Cleave increases number of attacks, and not that often.

As often as you drop enemies, you will be likely to Cleave. Most fighters will get an extra atack out of Cleave every second or third round at least, more in some cases.

What are all these other feats you keep thinking of that add more attacks? TWF is weaker than two handed. Feats do not make melee more dangerous than archers, and archers still have range.

Combat Reflexes for one. Range is not that useful in most encounters, since range is closed quite quickly in most D&D combats. I think you need to brush up on the rules nuances (like what sort of action loosing a shield is) and actually engage in some combat involving well designed melee fighters for a while.
 
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Some of these archer-melee discussions show that the perception of balance is often flawed by rule misinterpretations such as using a spiked gauntlet for AoOs while shooting with a bow.

What do you guys think will be changed in 3.5 for archers?
 

Darklone said:
Some of these archer-melee discussions show that the perception of balance is often flawed by rule misinterpretations such as using a spiked gauntlet for AoOs while shooting with a bow.

What do you guys think will be changed in 3.5 for archers?

I think the main ways to clean up archery in 3.5 would be to highlight the limitations more thoroughly (like clearing up the rule misinterpretations you reference) and tone down Greater Magic Weapon.
 

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