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Are ranged attacks too good in 5e?
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<blockquote data-quote="Flamestrike" data-source="post: 8600204" data-attributes="member: 6788736"><p>I donr run too many encounters at 300' away, and if I did, those Orcs would be returning fire evenly, so there is no meatsheild benefit (the damage is either spread among the party, or they simply target the dude in robes tossing fire).</p><p></p><p>It's the Achilles heel of the SS/ CBE Fighter builds that are quite common. They tend to result in a party that becomes very glass-cannon ish. I've seen it unfold several times at my own table.</p><p></p><p>Ranged Rogues avoid this problem, although they can be very tanky from 5th with Uncanny dodge. Rangers as well (but it's kind of expected with the Rangers).</p><p></p><p>The best kind of parties for the Ranged Fighter is in a party that already has a Barbarian, Moon Druid or similar tank already to fill the 'waste our attacks on the guy that will not die, but is too dangerous to leave alone' while the rest of the party take them out from the rear.</p><p></p><p>The other advantage of Melee builds is that there are a lot more synergy for a party buffed to work together in melee. Wolf Barbarians, Sentinel, etc all combine really nicely, and you're a lot more likely to group enemies together wby engaging them in melee, than if you try and take them down at range (so AoE's can be particularly effective).</p></blockquote><p></p>
[QUOTE="Flamestrike, post: 8600204, member: 6788736"] I donr run too many encounters at 300' away, and if I did, those Orcs would be returning fire evenly, so there is no meatsheild benefit (the damage is either spread among the party, or they simply target the dude in robes tossing fire). It's the Achilles heel of the SS/ CBE Fighter builds that are quite common. They tend to result in a party that becomes very glass-cannon ish. I've seen it unfold several times at my own table. Ranged Rogues avoid this problem, although they can be very tanky from 5th with Uncanny dodge. Rangers as well (but it's kind of expected with the Rangers). The best kind of parties for the Ranged Fighter is in a party that already has a Barbarian, Moon Druid or similar tank already to fill the 'waste our attacks on the guy that will not die, but is too dangerous to leave alone' while the rest of the party take them out from the rear. The other advantage of Melee builds is that there are a lot more synergy for a party buffed to work together in melee. Wolf Barbarians, Sentinel, etc all combine really nicely, and you're a lot more likely to group enemies together wby engaging them in melee, than if you try and take them down at range (so AoE's can be particularly effective). [/QUOTE]
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Are ranged attacks too good in 5e?
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