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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
[3.5] Archer changes
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<blockquote data-quote="LokiDR" data-source="post: 843154" data-attributes="member: 6239"><p>If most of the oppents you face fit into those two catagories, you fight a scewed selection of opponents.</p><p></p><p></p><p></p><p>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.</p><p></p><p></p><p></p><p>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. Many monsters have reach themselves, and don't charge up. 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.</p><p></p><p></p><p>[edit] missed the word melee in there.</p><p></p><p>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.</p><p></p><p>While we are on the subject, archers will get more full attacks anyway, as they don't have to run into melee.</p><p></p><p></p><p></p><p>No, they get an extra attack all the time <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> 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.</p></blockquote><p></p>
[QUOTE="LokiDR, post: 843154, member: 6239"] If most of the oppents you face fit into those two catagories, you fight a scewed selection of opponents. 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. 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. Many monsters have reach themselves, and don't charge up. 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. [edit] missed the word melee in there. 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. While we are on the subject, archers will get more full attacks anyway, as they don't have to run into melee. No, they get an extra attack all the time :) 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. [/QUOTE]
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