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General Tabletop Discussion
*TTRPGs General
archer vs. melee, 3.5 and all that
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<blockquote data-quote="Dave G" data-source="post: 839819" data-attributes="member: 17"><p>To me, the idea that Archers are superior because they work from range, that simply doesn't ring true... There are many ways to neutralize the benefits an archer gets from not being in toe-to-toe combat. Cover, concealment, etc. are used far too little in most games, and the thing is, if archers start firing at characters, they almost always charge them, or take cover. If the opponents don't do that, then you are neglecting an important aspect of the game.</p><p></p><p>Monday nights game, for example:</p><p>We're guarding a caravan... archers (concealed in the woods) start shooting at us before we even know they're there. Then people charge out of the woods to attack the wagons. In order to protect the wagons, we have to focus on the more immediate attacks, meanwhile the archers are still firing. The characters take cover a.s.a.p. while a couple try to move to engage the enemy archers... My archer character is having trouble... he's on horseback firing without a feat for it so he only gets a partial action... There's cover for the enemy archers and he simply doesn't know where they are.</p><p></p><p>Now I'm the kind of player who is willing to accept the AoO for firing in close combat, and in general, it works to my advantage. The TWF in our group does more damage, but gets on average less attacks directed against him per round because he doesn't invoke an AoO. When a mage in combat starts directing spells from a distance, she/he automatically becomes a target for attacks... Archers should be treated the same way IMHO.</p></blockquote><p></p>
[QUOTE="Dave G, post: 839819, member: 17"] To me, the idea that Archers are superior because they work from range, that simply doesn't ring true... There are many ways to neutralize the benefits an archer gets from not being in toe-to-toe combat. Cover, concealment, etc. are used far too little in most games, and the thing is, if archers start firing at characters, they almost always charge them, or take cover. If the opponents don't do that, then you are neglecting an important aspect of the game. Monday nights game, for example: We're guarding a caravan... archers (concealed in the woods) start shooting at us before we even know they're there. Then people charge out of the woods to attack the wagons. In order to protect the wagons, we have to focus on the more immediate attacks, meanwhile the archers are still firing. The characters take cover a.s.a.p. while a couple try to move to engage the enemy archers... My archer character is having trouble... he's on horseback firing without a feat for it so he only gets a partial action... There's cover for the enemy archers and he simply doesn't know where they are. Now I'm the kind of player who is willing to accept the AoO for firing in close combat, and in general, it works to my advantage. The TWF in our group does more damage, but gets on average less attacks directed against him per round because he doesn't invoke an AoO. When a mage in combat starts directing spells from a distance, she/he automatically becomes a target for attacks... Archers should be treated the same way IMHO. [/QUOTE]
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archer vs. melee, 3.5 and all that
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