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<blockquote data-quote="wolfpunk" data-source="post: 95564" data-attributes="member: 699"><p>EOL thanks for all the comments.</p><p></p><p>In my homebrew campaign, all rollplay advantages are balanced with roleplay requirements, I have always done it that way, and probably always will do it that way. The reason being, I dont care for numberical penalties being required in order to give a bonus in something. In order to create a continuity in things I find that things have to have an ordered reason for being what they are. Perhaps this is a throwback to 2nd edition that people don't like, but I don't think a Half-orc noble should exist as a class possibility. However, the is simply IMO, and I would not try to convince anyone that my way is right or better. It is simply how I DM, and usually my players are happy to follow the ideas.</p><p></p><p>If a character wants to be an archer but doesn't want to be my archer, they are more then able to make a fighter and spend their bonus feats buying all the ranged feats. </p><p></p><p>The strength bonus I will change that seems a much much better way to handle the intent I originally had. Thanks. Let me make sure I understand what you are saying though.</p><p></p><p></p><p></p><p>Now my understanding of that would mean that a character with 18 strength which is a +4 bonus would gain +6 to damage from strength (strength x1.5), and the mighty bow which is +4 would grant +6 to damage from the bow as well (strength x1.5). That would lead me to think an 18 strength archer with a +4 might composite bow would gain +12 to damage, that seems like a lot of additional damage too me? Maybe I am misunderstanding.</p><p></p><p>What if it was strength bonus on a normal bow, and strength bonus x1.5 on a mighty bow? That seems more acceptable to me?</p><p></p><p>The choices for the magical arrow reflect the archer being non-flashy. They are numberical advantages that would not look like magic when they were looked upon. This ability is simply a way to give them some strong arrows in special situations. Once again, if the player wants flashy spell like effects on their arrows, they can take some spellcaster levels, or have them made. I don't feel a non-spellcaster as this archer is set up to be, should have anyway of creating magical flaming arrows.</p><p></p><p>As to the +1 arrow, hmmm I like this ability at an early level. Perhaps change it to a limited number of uses per day? I am open to suggestions but I would like to leave it starting at 2nd level if possible.</p><p>Thanks for all the suggestions.</p></blockquote><p></p>
[QUOTE="wolfpunk, post: 95564, member: 699"] EOL thanks for all the comments. In my homebrew campaign, all rollplay advantages are balanced with roleplay requirements, I have always done it that way, and probably always will do it that way. The reason being, I dont care for numberical penalties being required in order to give a bonus in something. In order to create a continuity in things I find that things have to have an ordered reason for being what they are. Perhaps this is a throwback to 2nd edition that people don't like, but I don't think a Half-orc noble should exist as a class possibility. However, the is simply IMO, and I would not try to convince anyone that my way is right or better. It is simply how I DM, and usually my players are happy to follow the ideas. If a character wants to be an archer but doesn't want to be my archer, they are more then able to make a fighter and spend their bonus feats buying all the ranged feats. The strength bonus I will change that seems a much much better way to handle the intent I originally had. Thanks. Let me make sure I understand what you are saying though. Now my understanding of that would mean that a character with 18 strength which is a +4 bonus would gain +6 to damage from strength (strength x1.5), and the mighty bow which is +4 would grant +6 to damage from the bow as well (strength x1.5). That would lead me to think an 18 strength archer with a +4 might composite bow would gain +12 to damage, that seems like a lot of additional damage too me? Maybe I am misunderstanding. What if it was strength bonus on a normal bow, and strength bonus x1.5 on a mighty bow? That seems more acceptable to me? The choices for the magical arrow reflect the archer being non-flashy. They are numberical advantages that would not look like magic when they were looked upon. This ability is simply a way to give them some strong arrows in special situations. Once again, if the player wants flashy spell like effects on their arrows, they can take some spellcaster levels, or have them made. I don't feel a non-spellcaster as this archer is set up to be, should have anyway of creating magical flaming arrows. As to the +1 arrow, hmmm I like this ability at an early level. Perhaps change it to a limited number of uses per day? I am open to suggestions but I would like to leave it starting at 2nd level if possible. Thanks for all the suggestions. [/QUOTE]
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