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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="treefrog" data-source="post: 855901" data-attributes="member: 10890"><p><strong>test</strong></p><p></p><p>It seems to me that using the DMG NPC characters is a perfectly valid earmark. </p><p> Having said that starting at within 35 feet seems to put the spell casters at a big disadvantage. Another disadvantage they seem to be under is they do not think to cast endure elements (!) on themselves before walking around looking for trouble (I assume they are looking for trouble since they attack right off and do not try and talk at all) As a cleric, if I have 7+1 1st level spells per day I cast 5 endure elements on myself, I want to pack divine favor and shield of faith and maybe a protection from evil (or good depending) but I'd rather have my bases cover with 5 endure elements then save my spells for when I die. I also will cast a second magic vestments (adding 3-4 to my AC (I don't remember if the 12th level cleric starts off with a magic shield or a normal)) </p><p> If I win initiative or I survive the first round of arrows (Between the Endure E, and the new AC I know I do outside 35 feet and I think I do even inside 35 feet) If I see an archer looking at me I backup 20 feet and cast Wind Wall in a maze around me. If I'm safe from arrows for 12 rounds I think the results of the fight are set. Either I Super-buff myself and Dispel magic you a handful of times or I hold person you till you freeze depending on what I have prepared that day.</p><p> As a magic user it is I might only use 4 out of my 6 first level spells on endure elements (hoping I do not run into anything with a sonic attack) and pack 2 shields but I still think I survive outside 35 feet (inside 35 feet I’m not sure if I survive)</p></blockquote><p></p>
[QUOTE="treefrog, post: 855901, member: 10890"] [b]test[/b] It seems to me that using the DMG NPC characters is a perfectly valid earmark. Having said that starting at within 35 feet seems to put the spell casters at a big disadvantage. Another disadvantage they seem to be under is they do not think to cast endure elements (!) on themselves before walking around looking for trouble (I assume they are looking for trouble since they attack right off and do not try and talk at all) As a cleric, if I have 7+1 1st level spells per day I cast 5 endure elements on myself, I want to pack divine favor and shield of faith and maybe a protection from evil (or good depending) but I'd rather have my bases cover with 5 endure elements then save my spells for when I die. I also will cast a second magic vestments (adding 3-4 to my AC (I don't remember if the 12th level cleric starts off with a magic shield or a normal)) If I win initiative or I survive the first round of arrows (Between the Endure E, and the new AC I know I do outside 35 feet and I think I do even inside 35 feet) If I see an archer looking at me I backup 20 feet and cast Wind Wall in a maze around me. If I'm safe from arrows for 12 rounds I think the results of the fight are set. Either I Super-buff myself and Dispel magic you a handful of times or I hold person you till you freeze depending on what I have prepared that day. As a magic user it is I might only use 4 out of my 6 first level spells on endure elements (hoping I do not run into anything with a sonic attack) and pack 2 shields but I still think I survive outside 35 feet (inside 35 feet I’m not sure if I survive) [/QUOTE]
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[3.5] Archer changes
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