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D&D Older Editions, OSR, & D&D Variants
[3.5] Archer changes
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<blockquote data-quote="LokiDR" data-source="post: 843272" data-attributes="member: 6239"><p>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.</p><p></p><p></p><p></p><p>If you can reliably drop the rogue in one round of attacks, he wasn't a challenge in the first place.</p><p></p><p></p><p></p><p>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.</p><p></p><p></p><p></p><p>Tumble, manyshot.</p><p></p><p></p><p>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.</p><p></p><p></p><p></p><p>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.</p><p></p><p></p><p></p><p>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.</p><p></p><p></p><p></p><p>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.</p><p></p><p>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.</p><p></p><p></p><p></p><p>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.</p></blockquote><p></p>
[QUOTE="LokiDR, post: 843272, member: 6239"] 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. If you can reliably drop the rogue in one round of attacks, he wasn't a challenge in the first place. 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. Tumble, manyshot. 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. 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. 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. 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. 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. [/QUOTE]
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[3.5] Archer changes
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