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General Tabletop Discussion
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archer vs. melee, 3.5 and all that
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<blockquote data-quote="Endur" data-source="post: 840371" data-attributes="member: 3346"><p><strong>Analysis rebutted</strong></p><p></p><p>I modified the analysis above for accuracy and what I thought was more likely to be typical items. I didn't go through all the high levels, but I compared at 5th level and 10th level. At those two levels, it was obvious that the Archer is more powerful than the fighter UNLESS the fighter is in a situation where he can use Cleave. Extra attacks from cleave might make up for the archer's rapid shot ability.</p><p></p><p>Also, remember that anytime the swordsman wants to attack, he has to get within 5' of the enemy. The archer gets his max damage at 30', and doesn't even have to be that close if he doesn't want to be.</p><p></p><p></p><p>Enjoy____________________________________________</p><p></p><p></p><p>Let's ponder a pair of 28 point buy characters. One archer, one greatsword fighter. Perhaps we can add a two-weapon fighter later. Both are human fighters and will remain so during their career so as to facilitate a fair comparison. I will equip them very modestly as they level up, giving only the most basic weapons so as to simplify the comparison. No prestige classes, core rules basically. These characters are not optimized or tweaked</p><p>so they could be better, but at least they're on equal footing.</p><p></p><p>Starting stats:</p><p></p><p>GreatswordGuy</p><p>STR 18, DEX 10, CON 16</p><p></p><p>ArcherGuy</p><p>STR 14, DEX 18, CON 14</p><p></p><p>(Int, wis, and cha will be 8 for both)</p><p></p><p></p><p>At level 5</p><p>=============================================</p><p>Magic items: each has a +1 item</p><p>Buff Spells: each has a Bulls Strength +4</p><p></p><p></p><p>GreatswordGuy</p><p>STR 19+4 =23, DEX 10, CON 16. Avg hp = 27.5+15=42.5</p><p></p><p>Feats: Power attack, weapon focus (greatsword), weapon spec (greatsword), Cleave, Combat reflexes, Improved Initiative</p><p></p><p>With his +1 greatsword he is +13 to hit and 2d6+10 (avg. 17) damage. If he feels he has an easy hit, he could go to +10 to hit, and 2d6+13 (avg. 20) damage via power attack. (+8 to hit, avg 22 would be the max for PA).</p><p></p><p>ArcherGuy</p><p>STR 14 +4 = 18, DEX 19, CON 14 Avg hp = 27.5+10=37.5</p><p></p><p>Feats: Weapon Focus (composite longbow) Point blank shot, Precise Shot, Rapid Shot, Weapon specialization (composite longbow), Improved initiative</p><p></p><p>With his +1 mighty composite longbow (400+gp more expensive than the greatsword) the archer is +11 to hit and 1d8+5 (avg 9.5) damage. Inside 30 feet the archer is +12 to hit, and 1d8+8 damage (avg 12.5). With a rapid shot inside 30 feet (the archer's best move) he is +10/+10 at 1d8+8 dmg (avg 12.5</p><p>ea, 25 combined).</p><p></p><p>Analysis: If the Fighter is in a situation where he can cleave, then he has an advantage. Otherwise, the archer’s Rapid Shot means the archer will do 25 points of damage with a +10 to hit while the fighter can only do 20 points of damage with a +10 to hit.</p><p></p><p>At level 10</p><p>=============================================</p><p>Magic Items: Both characters have +3 equivalent items (+1 holy) with +3 GMW</p><p>Archer also has GMW arrows +3</p><p>Archer has bracers of archery</p><p>Fighter has a keen scabbard (or spell placed on weapon)</p><p>Buff spells: Bulls Strength +4, Cats Grace +4 on both</p><p></p><p>GreatswordGuy</p><p>STR 20 +4 = 24, DEX 10 +4 =14, CON 16. Avg hp = 55+30=85</p><p></p><p>Feats: Power attack, weapon focus (greatsword), weapon spec (greatsword), Cleave, Combat reflexes, Great cleave, Improved critical, Improved initative, Dodge, Iron will, Great Fortitude </p><p></p><p>With his +3 Holy greatsword he is +21/+16 to hit and 4d6+15 (avg. 29, total 58) damage. If he feels he has an easy hit, he can go as far as +11/+6 to hit, and 4d6+25 (avg. 39, total 78) damage via power attack. Crit on a 15-20/x2.</p><p></p><p>ArcherGuy</p><p>STR 14 +4 =18, DEX 20 +4 = 24, CON 14 Avg hp = 55+20=75</p><p></p><p>Feats: Weapon Focus (composite longbow) Point blank shot, Precise Shot, Rapid Shot, Weapon specialization (composite longbow), Improved initiative, sharp shooter, Improved Critical composite longbow, Far Shot, Iron Will, Great Fortitude.</p><p></p><p>With rapid shot, his +3 holy mighty composite longbow and +3 arrows, the archer is +24/+24/+19 to hit and 1d8+2d6+10 (avg 21.5, total 64.5) damage. Inside 30 feet (the archer's best move) he is +25/+25/+20 at 1d8+2d6+14 dmg (avg 25.5 ea, 76.5 combined). The archer’s critical threat range is 19-20/x3</p><p></p><p>Analysis: The archer is dramatically more powerful at this level. The only way the swordsman can compete with the archer’s 76.5 points of damage per round (within 30’) is for the swordsman to power attack (which greatly reduces accuracy and the chances of the swordsman getting a critical hit).</p><p>The swordsmans' greater crit range is nice, but the archer's +4 to hit and +18.5 to average damage each round is far more important than the swordsman's critical range.</p></blockquote><p></p>
[QUOTE="Endur, post: 840371, member: 3346"] [b]Analysis rebutted[/b] I modified the analysis above for accuracy and what I thought was more likely to be typical items. I didn't go through all the high levels, but I compared at 5th level and 10th level. At those two levels, it was obvious that the Archer is more powerful than the fighter UNLESS the fighter is in a situation where he can use Cleave. Extra attacks from cleave might make up for the archer's rapid shot ability. Also, remember that anytime the swordsman wants to attack, he has to get within 5' of the enemy. The archer gets his max damage at 30', and doesn't even have to be that close if he doesn't want to be. Enjoy____________________________________________ Let's ponder a pair of 28 point buy characters. One archer, one greatsword fighter. Perhaps we can add a two-weapon fighter later. Both are human fighters and will remain so during their career so as to facilitate a fair comparison. I will equip them very modestly as they level up, giving only the most basic weapons so as to simplify the comparison. No prestige classes, core rules basically. These characters are not optimized or tweaked so they could be better, but at least they're on equal footing. Starting stats: GreatswordGuy STR 18, DEX 10, CON 16 ArcherGuy STR 14, DEX 18, CON 14 (Int, wis, and cha will be 8 for both) At level 5 ============================================= Magic items: each has a +1 item Buff Spells: each has a Bulls Strength +4 GreatswordGuy STR 19+4 =23, DEX 10, CON 16. Avg hp = 27.5+15=42.5 Feats: Power attack, weapon focus (greatsword), weapon spec (greatsword), Cleave, Combat reflexes, Improved Initiative With his +1 greatsword he is +13 to hit and 2d6+10 (avg. 17) damage. If he feels he has an easy hit, he could go to +10 to hit, and 2d6+13 (avg. 20) damage via power attack. (+8 to hit, avg 22 would be the max for PA). ArcherGuy STR 14 +4 = 18, DEX 19, CON 14 Avg hp = 27.5+10=37.5 Feats: Weapon Focus (composite longbow) Point blank shot, Precise Shot, Rapid Shot, Weapon specialization (composite longbow), Improved initiative With his +1 mighty composite longbow (400+gp more expensive than the greatsword) the archer is +11 to hit and 1d8+5 (avg 9.5) damage. Inside 30 feet the archer is +12 to hit, and 1d8+8 damage (avg 12.5). With a rapid shot inside 30 feet (the archer's best move) he is +10/+10 at 1d8+8 dmg (avg 12.5 ea, 25 combined). Analysis: If the Fighter is in a situation where he can cleave, then he has an advantage. Otherwise, the archer’s Rapid Shot means the archer will do 25 points of damage with a +10 to hit while the fighter can only do 20 points of damage with a +10 to hit. At level 10 ============================================= Magic Items: Both characters have +3 equivalent items (+1 holy) with +3 GMW Archer also has GMW arrows +3 Archer has bracers of archery Fighter has a keen scabbard (or spell placed on weapon) Buff spells: Bulls Strength +4, Cats Grace +4 on both GreatswordGuy STR 20 +4 = 24, DEX 10 +4 =14, CON 16. Avg hp = 55+30=85 Feats: Power attack, weapon focus (greatsword), weapon spec (greatsword), Cleave, Combat reflexes, Great cleave, Improved critical, Improved initative, Dodge, Iron will, Great Fortitude With his +3 Holy greatsword he is +21/+16 to hit and 4d6+15 (avg. 29, total 58) damage. If he feels he has an easy hit, he can go as far as +11/+6 to hit, and 4d6+25 (avg. 39, total 78) damage via power attack. Crit on a 15-20/x2. ArcherGuy STR 14 +4 =18, DEX 20 +4 = 24, CON 14 Avg hp = 55+20=75 Feats: Weapon Focus (composite longbow) Point blank shot, Precise Shot, Rapid Shot, Weapon specialization (composite longbow), Improved initiative, sharp shooter, Improved Critical composite longbow, Far Shot, Iron Will, Great Fortitude. With rapid shot, his +3 holy mighty composite longbow and +3 arrows, the archer is +24/+24/+19 to hit and 1d8+2d6+10 (avg 21.5, total 64.5) damage. Inside 30 feet (the archer's best move) he is +25/+25/+20 at 1d8+2d6+14 dmg (avg 25.5 ea, 76.5 combined). The archer’s critical threat range is 19-20/x3 Analysis: The archer is dramatically more powerful at this level. The only way the swordsman can compete with the archer’s 76.5 points of damage per round (within 30’) is for the swordsman to power attack (which greatly reduces accuracy and the chances of the swordsman getting a critical hit). The swordsmans' greater crit range is nice, but the archer's +4 to hit and +18.5 to average damage each round is far more important than the swordsman's critical range. [/QUOTE]
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