Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*TTRPGs General
archer vs. melee, 3.5 and all that
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Elder-Basilisk" data-source="post: 840995" data-attributes="member: 3146"><p>This is all guesswork of course, but I would guess that, with GMW or Arcane Archer levels, it's much easier to have a dozen different types of +x arrows (silver, cold iron, adamantium, steel) than it is to have a +5 silver greatsword, a +5 cold iron greatsword, and a normal +5 greatsword. Since it's likely to be arrows that beat the DR, and GMW is the normal way of getting magic arrows (and also can effect all of the different types of arrows with one casting) but can only effect one melee weapon with one casting (and is not as close to being the exclusive way to get magic melee weapons as it is for arrows), I would think that archers will have a much much much easier time penetrating designer DR than melee characters. They have no need to spend significantly more money than they currently do for their arrows. (At mid to high levels, 10gp for ten silver arrows isn't significantly more than 1gp for ten normal arrows--any non GMW enhancements (Holy, Shock, etc) will be on the bow which is equally effective against all kinds of DR. OTOH, having a +1 Holy Shock Silvered Greatsword and a +1 Holy Shock adamantium Greatsword is prohibitively expensive). Nor do archers need to use a feat for quickdraw in order to be effective against multiple types of DR all the time. </p><p></p><p></p><p></p><p>I don't really see how this will go any way except in the archer's favor. Absent the extra partial action of the 3.0 haste or the extra move equivalent action of the D20 Modern Haste, archers will probably get twice as many full attacks as melee characters. And, since the rumored 3.5e Haste only grants an extra attack on the full attack action, that will skew the balance even more in favor of archers who will benefit from haste vis a vis melee characters who often won't. 3.0e Haste narrows the gap (unless manyshot is on the table in which case it favors archers). 3.5e Haste unambiguously favors archers.</p><p></p><p></p><p></p><p>This is the only change which favors the melee character. And going from +1/3 levels to +1/4 levels will be significant but not dramatic--at any rate not nearly as dramatic as the changes in Haste and DR.</p><p></p><p>The other change that you left out is the inclusion of Manyshot in the core rules of 3.5e. This ensures that a competent archer will always get multiple attacks whether or not they moved. Consequently the difference in the amount of full or partial attacks that is present without magic and is diminished by 3.0e Haste but exacerbated by 3.5e Haste will be made complete by Manyshot. Melee characters will make multiple attacks only when they start out within five feet of threatening a foe AND don't drop him with the first attack. Archers with manyshot will ALWAYS make multiple attacks either with Full Attacks or Manyshot.</p><p></p><p></p><p></p><p>Actually, I would say that nearly all of the 3.5e changes seem like they dramatically favor archers in the damage/round department.</p><p></p><p>Also significantly, they also dramatically favor archers by removing the defensive utility of Haste. Part of the balance of archery is this:</p><p></p><p>Pro: Archers aren't next to monsters who will usually take devastating full attack actions against them.</p><p></p><p>Con: Archers are easily shut down by eliminating LOS and don't threaten an area.</p><p></p><p>The elimination of Haste's defensive aspects (which were usually the tipping point between having a an AC that was hard to hit if the bad guy power attacked and having an AC that was hard to hit whether or not he power attacked WRT defensive melee builds) increases the threat of full attack actions from monsters and thus increases the value of the Pro side of the equation. (Changes to Haste and the inclusion of Manyshot also mean that, if an archer does find himself next to such a monster, he can move out of its threatened area (taking the AoO) and still make multiple attacks; the melee fighter can't do that).</p></blockquote><p></p>
[QUOTE="Elder-Basilisk, post: 840995, member: 3146"] This is all guesswork of course, but I would guess that, with GMW or Arcane Archer levels, it's much easier to have a dozen different types of +x arrows (silver, cold iron, adamantium, steel) than it is to have a +5 silver greatsword, a +5 cold iron greatsword, and a normal +5 greatsword. Since it's likely to be arrows that beat the DR, and GMW is the normal way of getting magic arrows (and also can effect all of the different types of arrows with one casting) but can only effect one melee weapon with one casting (and is not as close to being the exclusive way to get magic melee weapons as it is for arrows), I would think that archers will have a much much much easier time penetrating designer DR than melee characters. They have no need to spend significantly more money than they currently do for their arrows. (At mid to high levels, 10gp for ten silver arrows isn't significantly more than 1gp for ten normal arrows--any non GMW enhancements (Holy, Shock, etc) will be on the bow which is equally effective against all kinds of DR. OTOH, having a +1 Holy Shock Silvered Greatsword and a +1 Holy Shock adamantium Greatsword is prohibitively expensive). Nor do archers need to use a feat for quickdraw in order to be effective against multiple types of DR all the time. I don't really see how this will go any way except in the archer's favor. Absent the extra partial action of the 3.0 haste or the extra move equivalent action of the D20 Modern Haste, archers will probably get twice as many full attacks as melee characters. And, since the rumored 3.5e Haste only grants an extra attack on the full attack action, that will skew the balance even more in favor of archers who will benefit from haste vis a vis melee characters who often won't. 3.0e Haste narrows the gap (unless manyshot is on the table in which case it favors archers). 3.5e Haste unambiguously favors archers. This is the only change which favors the melee character. And going from +1/3 levels to +1/4 levels will be significant but not dramatic--at any rate not nearly as dramatic as the changes in Haste and DR. The other change that you left out is the inclusion of Manyshot in the core rules of 3.5e. This ensures that a competent archer will always get multiple attacks whether or not they moved. Consequently the difference in the amount of full or partial attacks that is present without magic and is diminished by 3.0e Haste but exacerbated by 3.5e Haste will be made complete by Manyshot. Melee characters will make multiple attacks only when they start out within five feet of threatening a foe AND don't drop him with the first attack. Archers with manyshot will ALWAYS make multiple attacks either with Full Attacks or Manyshot. Actually, I would say that nearly all of the 3.5e changes seem like they dramatically favor archers in the damage/round department. Also significantly, they also dramatically favor archers by removing the defensive utility of Haste. Part of the balance of archery is this: Pro: Archers aren't next to monsters who will usually take devastating full attack actions against them. Con: Archers are easily shut down by eliminating LOS and don't threaten an area. The elimination of Haste's defensive aspects (which were usually the tipping point between having a an AC that was hard to hit if the bad guy power attacked and having an AC that was hard to hit whether or not he power attacked WRT defensive melee builds) increases the threat of full attack actions from monsters and thus increases the value of the Pro side of the equation. (Changes to Haste and the inclusion of Manyshot also mean that, if an archer does find himself next to such a monster, he can move out of its threatened area (taking the AoO) and still make multiple attacks; the melee fighter can't do that). [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
archer vs. melee, 3.5 and all that
Top