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Archery Full Round Attack
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<blockquote data-quote="Greenfield" data-source="post: 5614007" data-attributes="member: 6669384"><p>Axes have a range increment of 10 feet. If both are 10 feet from the target, neither gets any bonus or penalty. Not at all hard to figure.</p><p> </p><p></p><p>That's what I did.</p><p> </p><p></p><p>Did that as well. Unpenalized, each has a 60% chance of hitting.</p><p></p><p>If you need to see the numbers on that, just figure that each pip on the D20 represents 1/20th, or 5%. With a target number of 9 (AC10 and a BAB of 1), there are 12 rolls that result in a hit. Just add them up.</p><p> </p><p></p><p>Which I got.</p><p></p><p>When you count in the TWF penalties of -6 and -10, the axeman's target numbers change to 15 and 19.</p><p></p><p></p><p>For the 15, there are 6 rolls that result in a hit (15, 16, 17, 18, 19, and 20). Count them up at 5% each and you get 30% hit rate.</p><p>For the 19, there are 2 rolls that result in a hit, so 10% over all.</p><p></p><p>In 10 minutes of firing the archer will have fired 100 times (once per 6 seconds is 10 per minute, times 10 minutes.) He will have hit 60 times.</p><p></p><p>In 10 minutes of throwing, the axeman will have thrown 200 times (twice the rate of fire of the archer). He will have hit 40 times (30 with his right hand and 10 with his left).</p><p></p><p>40 hits out of 200 shots is 20 out of 100, or 20%, which is 1/3rd of the over all accuracy of the archer.</p><p></p><p>Nothing pulled out of the air, nothing conveniently arranged to skew the results, nothing hidden, nothing up my sleeve, no surprises. You are asking for the right to be 1/3rd as effective in combat, while giving absolutely no mechanical explanation for how you would justify it.</p><p></p><p>Oh, and if we put an actual target on the tree, giving enough size penalty to make it AC 16 (a far more realistic AC for 1st level opponents), do you know what happens to the numbers? </p><p></p><p>The archer's accuracy rate drops to 30% (he now needs a 15 or higher), and the axe man's accuracy drops to 5% (he now needs natural 20s for everything). So the archer is now 6 times more effective.</p></blockquote><p></p>
[QUOTE="Greenfield, post: 5614007, member: 6669384"] Axes have a range increment of 10 feet. If both are 10 feet from the target, neither gets any bonus or penalty. Not at all hard to figure. That's what I did. Did that as well. Unpenalized, each has a 60% chance of hitting. If you need to see the numbers on that, just figure that each pip on the D20 represents 1/20th, or 5%. With a target number of 9 (AC10 and a BAB of 1), there are 12 rolls that result in a hit. Just add them up. Which I got. When you count in the TWF penalties of -6 and -10, the axeman's target numbers change to 15 and 19. For the 15, there are 6 rolls that result in a hit (15, 16, 17, 18, 19, and 20). Count them up at 5% each and you get 30% hit rate. For the 19, there are 2 rolls that result in a hit, so 10% over all. In 10 minutes of firing the archer will have fired 100 times (once per 6 seconds is 10 per minute, times 10 minutes.) He will have hit 60 times. In 10 minutes of throwing, the axeman will have thrown 200 times (twice the rate of fire of the archer). He will have hit 40 times (30 with his right hand and 10 with his left). 40 hits out of 200 shots is 20 out of 100, or 20%, which is 1/3rd of the over all accuracy of the archer. Nothing pulled out of the air, nothing conveniently arranged to skew the results, nothing hidden, nothing up my sleeve, no surprises. You are asking for the right to be 1/3rd as effective in combat, while giving absolutely no mechanical explanation for how you would justify it. Oh, and if we put an actual target on the tree, giving enough size penalty to make it AC 16 (a far more realistic AC for 1st level opponents), do you know what happens to the numbers? The archer's accuracy rate drops to 30% (he now needs a 15 or higher), and the axe man's accuracy drops to 5% (he now needs natural 20s for everything). So the archer is now 6 times more effective. [/QUOTE]
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