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Arcane Archers and the arrows they create
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<blockquote data-quote="Zad" data-source="post: 330583" data-attributes="member: 90"><p>Issues I didn't see anyone mention (but I did start skimming part way through)</p><p></p><p></p><p></p><p>Won't work.</p><p></p><p>The single thing I don't see anyone mentioning is DR. </p><p></p><p>The problem with firing +2 shocking burst arrows is that you only have a +2 arrow for purposes of DR. At a point when you should have +4's.</p><p></p><p>From personal experience, the enchant arrow ability develops slowly. There are times it lags behind and monsters that are a good match for your level have a DR higher than the AA can exceed. Part of the reason is that the AA starts with +1 arrows around 7th or 8th level usually, and that puts you WAY behind the curve right from the start. </p><p></p><p>If you start letting an AA say "ok this time it's +2 holy arrows" then they won't have +4 arrows to overcome DR. Yes, you can use a seperate batch of GMW arrows, but it defeats the purpose and unique ability of the AA, in my opinion. </p><p></p><p>If you let them mix and match on the fly, then that fixes it. They can do flaming burst when they want but switch to their highest bonus when dealing with a creature that requires it. However this runs close to getting too bloody powerful.</p><p></p><p>How about this instead: the archer can switch on the fly. But at first level they can have +1's worth of bonuses they "know" how to shoot (flaming lets' say). At third, they get +2 more (maybe they pick holy, or maybe they pick flaming burst, or maybe shocking and icy). And they can mix and match arrows on the fly, always firing the same type each round.</p><p></p><p>This actually sounds kinda powerful (I only just thought of it). Maybe scale it all down by one - at first level only +1. At second level they get +1 worth of goodies (like flaming). And so on. The arrow always has to be at least +1 so this makes sense</p><p></p><p>So an example</p><p></p><p>1st: +1 arrows</p><p>3rd: AA picks "flaming" as +1 worth of powers. Can fire +2 arrows or +1 flaming arrows.</p><p>5th: AA picks "chaos" as +2 worth of powers. Can fire +3 arrows, +2 flaming, or +1 chaos.</p><p>7th: AA picks "icy" and "disruption" as +3 worth of powers. Can fire - </p><p>- +4 arrows</p><p>- +3 icy</p><p>- +3 flaming</p><p>- +2 chaos</p><p>- +1 chaos flaming</p><p>- +1 chaos icy</p><p>- +1 disruption flaming</p><p>- +1 disruption icy</p><p></p><p>(no you cannot fire icy flaming arows, because I don't think it makes a damn bit of sense <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=":)" /> )</p><p></p><p>9th: AA picks brilliant energy. Hopefully by now you get the idea.</p><p></p><p>Is this overpowered? I'm not sure. You could easily change it into a X times per day thing tho.</p></blockquote><p></p>
[QUOTE="Zad, post: 330583, member: 90"] Issues I didn't see anyone mention (but I did start skimming part way through) Won't work. The single thing I don't see anyone mentioning is DR. The problem with firing +2 shocking burst arrows is that you only have a +2 arrow for purposes of DR. At a point when you should have +4's. From personal experience, the enchant arrow ability develops slowly. There are times it lags behind and monsters that are a good match for your level have a DR higher than the AA can exceed. Part of the reason is that the AA starts with +1 arrows around 7th or 8th level usually, and that puts you WAY behind the curve right from the start. If you start letting an AA say "ok this time it's +2 holy arrows" then they won't have +4 arrows to overcome DR. Yes, you can use a seperate batch of GMW arrows, but it defeats the purpose and unique ability of the AA, in my opinion. If you let them mix and match on the fly, then that fixes it. They can do flaming burst when they want but switch to their highest bonus when dealing with a creature that requires it. However this runs close to getting too bloody powerful. How about this instead: the archer can switch on the fly. But at first level they can have +1's worth of bonuses they "know" how to shoot (flaming lets' say). At third, they get +2 more (maybe they pick holy, or maybe they pick flaming burst, or maybe shocking and icy). And they can mix and match arrows on the fly, always firing the same type each round. This actually sounds kinda powerful (I only just thought of it). Maybe scale it all down by one - at first level only +1. At second level they get +1 worth of goodies (like flaming). And so on. The arrow always has to be at least +1 so this makes sense So an example 1st: +1 arrows 3rd: AA picks "flaming" as +1 worth of powers. Can fire +2 arrows or +1 flaming arrows. 5th: AA picks "chaos" as +2 worth of powers. Can fire +3 arrows, +2 flaming, or +1 chaos. 7th: AA picks "icy" and "disruption" as +3 worth of powers. Can fire - - +4 arrows - +3 icy - +3 flaming - +2 chaos - +1 chaos flaming - +1 chaos icy - +1 disruption flaming - +1 disruption icy (no you cannot fire icy flaming arows, because I don't think it makes a damn bit of sense :) ) 9th: AA picks brilliant energy. Hopefully by now you get the idea. Is this overpowered? I'm not sure. You could easily change it into a X times per day thing tho. [/QUOTE]
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