Storm Raven said:
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.
Rapid shot and the double enhancement bonus. And the archer does have the benefit of distance now: The melee boy has to close to him, while the archer can fire away happily. Then the melee fighter is close enough, and the archer can attack him with his full bonuses up.
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.
The thing is: the melee fighter won't get any benefit from his melee weapon or his melee feats.
And Hunters Mercy is only available in Faerun, so if you are in Greyhawk, it isn't an option.
That's really weak. It doesn't say anywhere that you can't use that spell in grayhawk. If we're taking any wizards material into account, we take it all into account. If not, we're talking core rules here, and nothing else.
As an adventurer you are able to set up sniping nests on a regular basis?
Preparation is everything...
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.
I'd really like it if you stop your arrogant manner, especially with your grasp on the rules, which is less-than-perfect, as you've shown.
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.
So what? So is the spellcaster without his spells, or the melee warrior without his weapon.
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.
This tactic of severing the archer's weapon might be quite nice, but I don't like it. Not only is it a cheap trick, but it can also be used against any other equipment. And any character will radically lose effectiveness if he loses his equipment (except monks and brawlers, maybe).
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.
For this, you'll have to get to the archer, which will likely be shielded by his allies, far enough away, and quick enough with his light armor - so you'll have problems closing on him.
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.
Assuming the battle is fought against several weaker foes without reach that gang up on one fighter.
Storm Raven said:
Further, switching back and forth between weapons like that is somewhat off kilter. It assumes that you have an action, stop doing it, and wait for others to take their action.
So is moving away from somewone to drink a potion: as you walk away from him, he'll follow you. And suddenly battle's very complicated. I don't like those overly-realistic RPGs and Table Top Games, because they're so much work, so we stick to the rules as presented
Sure, the gauntlet is "always on your hand", but trying to use it while concentrating on using a bow (a weapon that requires two hands to use) isn't supported by the rules.
It isn't forbidden by them, either. And with the rate of fire on higher levels (up to 1 shot a second), you don't really concentrate much: you just fire away.
Finally, remember what the AoO we are talkiing about and that you are trying to make is intended to prevent: someone with a reach weapon from disarming or sundering your bow. A spiked gauntlet isn't going to be very valuable at making an AoO against someone using a reach weapon. Plus, by "unarming" the bow, you make it that much more vulnerable to being sundered or disarmed (effectively making it a non-weapon object held in one hand, so you can use the "strike an object" rules and ignore bonuses for holding it in two hands). Even if you could do the spiked gauntlet trick, you have effectively traded a 1d4 AoO for making your primary attack mode that much more vulnerable to being destroyed or taken. Not a smart trade-off.
Another thing that makes sense by the rules only: If I had a bow in one hand and a gauntlet on the other, and someone tried to sunder my weapon with a glaive or something, I'd deflect that strike with my gauntlet, confident that the blade won't pierce the links. But that's not how the rules work...
Enkhidu said:
Example - if you do not allow arrow and bow bonuses to stack, but instead make them overlap, you negate a great deal of the inequity between the archer and the melee fighter.
As I, and several others, have suggested. We use that now in one of our campaigns where I play an archer (and hopefully in the other as well), and now everyone's happy: the DM because my archer has +4 attack/damage more just because he can ensorcel bow and ammo, and me because I now don't have to bother to use another two 5th-level slots to create 100 magical arrows that last all day, and I can now use these slots to get another attack spell and enhance the axe of our party tank.
Storm Raven said:
I think the archer is going to lose his bow.
I don't think so. A good DM will find other way that doesn't invilve resorting to send sundering opponents the archers' way on a regular basis.
And melee weapons can be destroyed as well...