Felix said:The problem with the class is that it is very rarely compatible with PC living. The Deepwood Sniper lives for long ranges, right? To take advantage of his 200ft or so range incriment, he needs to be able to Rapid Shot at folks 500' or so away.
Felix said:Despite how cool snipers are, this class is one of those PrCs that was clearly written for DMs to use against the party, because the encounter mechanics don't suit a PC playing one of these guys.
They sure are, and they synergize best when at range.Rackhir said:Second you get both a crit range increase and crit range multiples. Safe poison use, the ability to re-roll an attack roll, even true strike once a day. These are all very nice skills/abilities.
Shoot, they'll have problems even if they keep their guard up. Better hope that the wizard has an [Extended] Rope Trick up his sleeve.moritheil said:I suppose you can really make a party pay for letting its guard down . . .
mattmaz said:Thanks for the help. The character had just taken the first level of DS. I may change that to Order of the Bow Initiate. I hadn't thought about the encounter distance before. I think that I've only shot past one range increment once so far.
mattmaz said:Crit multipliers and range are great, but they help the most when you can send volley after volley of arrows down at your target. This is more easily done at range than up close. Yes, it helps within 100' too, but it is likely to apply more when you don't have to be concerned about someone charging and sundering your bow.
mattmaz said:The Hiding and MvSil class skills only help in combat when you are far enough away to negate that -20 penalty to hiding after firing... which is why sniping is so hard in this game. Out of combat, yes they're good, but nothing a bunch of other classes don't already have.
mattmaz said:True Strike 1/day gives you one shot at full attack bonus from max range incriment. Otherwise it's hardly needed... how often do archers not have rediculous attack bonuses so that they'll hit 4 out of 5 times against matched CR opponents? And archers can't trade in BAB for damage bonuses like melee fighters can, so this ability means that once a day you'll only have a 5% chance of missing rather than a 25% chance.
On the contrary, archers have to worry very much about rate of fire. If they are anywhere near melee characters then they must get the heck out of dodge before they become sunder targets. It is only when they have achieved a relatively safe firing position that they can launch volley after volley; they have to be at a distance. If archers are never threatened at the beginning of an encounter, then no, they'll become MIRVs and fire away. But when their ballywick is threatened by a sword, they're in deep, and they have to stop firing to get away to safety.Rackhir said:Rate of fire is the one problem you don't have to worry about as an archer.
I totally agree. They help you get from here to there without being noticed. And as any rogue can tell you, that's a very hard thing to do when you're trooping along with a Fighter and a Cleric in fullplate. All's I'm saying is that life as a "sneak and get in an advantageous position" guy is more easily done when you don't have the baggage of non-sneaky people. I.E., other PCs.Rackhir said:the point is that they permit you to move around unnoticed and to put your self into advantageous positions/scout things out.
Yep. It does all of those things. Which are less helpful to an archer than to a melee guy. It's not a bad thing to have, but it becomes so much better when it's in the hands of an NPC, which is true for anything with restricted use like 1/day abilities. The unseen NPC archer can true strike his poison-arrow Manyshot at the PCs from an ungodly distance and then fade into the background. A PC DWS will always be asking himself "should I save this?", and that might lead to the ability not being used.Rackhir said:It [True Strike] means that you can be sure of hitting if you need to.
Felix said:Rackhir: Just to avoid confusion: I'm Felix, that other guy is mattmaz.
Felix said:On the contrary, archers have to worry very much about rate of fire. If they are anywhere near melee characters then they must get the heck out of dodge before they become sunder targets. It is only when they have achieved a relatively safe firing position that they can launch volley after volley; they have to be at a distance. If archers are never threatened at the beginning of an encounter, then no, they'll become MIRVs and fire away. But when their ballywick is threatened by a sword, they're in deep, and they have to stop firing to get away to safety.
Felix said:I totally agree. They help you get from here to there without being noticed. And as any rogue can tell you, that's a very hard thing to do when you're trooping along with a Fighter and a Cleric in fullplate. All's I'm saying is that life as a "sneak and get in an advantageous position" guy is more easily done when you don't have the baggage of non-sneaky people. I.E., other PCs.
Much more suited for an NPC.
You could say that about many scoutish characters, that they suffer from non-sneaky PCs, but it is simply more severe setback when the scout in question is a long-range guy as well.
Felix said:Yep. It does all of those things. Which are less helpful to an archer than to a melee guy. It's not a bad thing to have, but it becomes so much better when it's in the hands of an NPC, which is true for anything with restricted use like 1/day abilities. The unseen NPC archer can true strike his poison-arrow Manyshot at the PCs from an ungodly distance and then fade into the background. A PC DWS will always be asking himself "should I save this?", and that might lead to the ability not being used.
Felix said:It's simply a much better choice for this class to be used by NPCs than PCs, as there are other archer PrCs that are more adjusted for close support rather than sniper cover, and that role synergizes much better with standard adventuring parties.