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Are Archer Rangers getting the Shaft?
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<blockquote data-quote="CapnZapp" data-source="post: 4667701" data-attributes="member: 12731"><p>In 4E, healing has been distributed roughly equally over all characters.</p><p></p><p>Compare to 3E, where it was stored centrally (inside the Cleric) to be used only on those who need it (front-line fighters).</p><p></p><p>This is a huge shift that some of you might not be aware of. This makes it the duty of every character to take their share of the damage dished out by the enemy.</p><p></p><p>That is, by actively avoiding damage you waste an important resource and hurt your team. Your party's ability to soak damage greatly improves if all characters take at least a few points of damage now and then. And since there aren't any long-lasting penalties of taking a moderate amount of damage in D&D (no broken legs etc) there is no good reason not to put your healing surges to work.</p><p></p><p>This is a fundamental difference between 4E and all earlier editions (and most other fantasy games).</p><p></p><p>Even if you are an archer, you need to get close to the enemy so that at least some attacks are directed at you (and not someone already burdened by a lot of incoming attacks).</p><p></p><p>The conclusion is that the old "truth" that archers do well to avoid melee no longer holds true. </p><p></p><p>You possess approximately one fifth of the group's healing surges - you must make it so you take a corresponding amount of damage.</p><p></p><p>None of this means you should play stupid. If there is a hard-hitting foe that easily overcomes your AC, of course you should leave that foe to the group's defender. But don't expect to keep to the rear just because you play an archer!</p><p></p><p>Think of the action-hero Legolas fighting the orcs in the LOTR movies, getting in close and personal. <em>That</em> is the kind of archer supported by the 4E rules. If you don't like that - don't play an archer and weigh down your team!</p><p></p><p>If you want to play an archer that keeps his distance and avoids getting attacked, you need to play another game, where you don't sit on such a big share of the available healing!</p><p></p><p>All of this to say: melee is king in 4E. Even if you want to be able to use a bow, choose two-weapon fighting.</p><p></p><p>The Archery option is a trap. If you play a proper archer, your team will suffer. And if you play your archer the way you need to in 4E, the other options are better.</p></blockquote><p></p>
[QUOTE="CapnZapp, post: 4667701, member: 12731"] In 4E, healing has been distributed roughly equally over all characters. Compare to 3E, where it was stored centrally (inside the Cleric) to be used only on those who need it (front-line fighters). This is a huge shift that some of you might not be aware of. This makes it the duty of every character to take their share of the damage dished out by the enemy. That is, by actively avoiding damage you waste an important resource and hurt your team. Your party's ability to soak damage greatly improves if all characters take at least a few points of damage now and then. And since there aren't any long-lasting penalties of taking a moderate amount of damage in D&D (no broken legs etc) there is no good reason not to put your healing surges to work. This is a fundamental difference between 4E and all earlier editions (and most other fantasy games). Even if you are an archer, you need to get close to the enemy so that at least some attacks are directed at you (and not someone already burdened by a lot of incoming attacks). The conclusion is that the old "truth" that archers do well to avoid melee no longer holds true. You possess approximately one fifth of the group's healing surges - you must make it so you take a corresponding amount of damage. None of this means you should play stupid. If there is a hard-hitting foe that easily overcomes your AC, of course you should leave that foe to the group's defender. But don't expect to keep to the rear just because you play an archer! Think of the action-hero Legolas fighting the orcs in the LOTR movies, getting in close and personal. [I]That[/I] is the kind of archer supported by the 4E rules. If you don't like that - don't play an archer and weigh down your team! If you want to play an archer that keeps his distance and avoids getting attacked, you need to play another game, where you don't sit on such a big share of the available healing! All of this to say: melee is king in 4E. Even if you want to be able to use a bow, choose two-weapon fighting. The Archery option is a trap. If you play a proper archer, your team will suffer. And if you play your archer the way you need to in 4E, the other options are better. [/QUOTE]
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