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General Tabletop Discussion
*Pathfinder & Starfinder
Are ranged rangers better than melee ones?
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<blockquote data-quote="Puggins" data-source="post: 4379982" data-attributes="member: 12386"><p>Couple of points on TWF's behalf:</p><p></p><p>(1) The Heavy Armor Ranger is viable, from what I can see, and is easily the most damaging build of all rangers assuming that it goes Pit Fighter/Demigod. 24 wisdom = +7 damage on all attacks, both main hand and off hand. Two-weapon rend gives you three opportunities to score that bonus damage, and, with demigod, it essentially becomes your go-to at-will.</p><p></p><p>(2) The Dex-based TWF/Pit fighter. isn't THAT far behind the Heavy Armor Ranger in terms of damage, and it's still well ahead of Archers.</p><p></p><p>(3) The MAD of TWF is overstated.</p><p></p><p>#3 deserves some elaboration:</p><p></p><p>a. Yes you need three attributes, but none of the three overlap- you'll be improving every save as you raise your three scores.</p><p></p><p>b. The drastic increase in point cost for 17/18 mean that a three-attribute character is only slightly behind a two-attribute character.</p><p></p><p>Take this build, using standard point buy.</p><p></p><p>Elf Ranger</p><p>Start -> End Stat.</p><p>Str 16 -> 24 (+7)</p><p>Dex 17 -> 22 (+6)</p><p>Con 13 -> 15</p><p>Int 8 -> 10</p><p>Wis 15 -> 20 (+5)</p><p>Cha 10 -> 12</p><p></p><p>Let's look at what the Archer can do.</p><p></p><p>Build 1, distributing stats.</p><p>Str 10 -> 12</p><p>Dex 18 -> 26 (+8)</p><p>Con 13 -> 15 (+2)</p><p>Int 9 -> 11</p><p>Wis 18 -> 26 (+8)</p><p>Cha 10 -> 12</p><p></p><p>In this build, the archer will have a +1 to hit/dmg, +3 to his will save and some effects, +1 to AC and reflex (remember TW defense) and a -5 to his fortitude save compared to the TWF.</p><p></p><p>Build 2, concentrating.</p><p>Str 10 -> 12</p><p>Dex 20 -> 28 (+9)</p><p>Con 13 -> 15 (+2)</p><p>Int 9 -> 11</p><p>Wis 12 -> 20 (+5)</p><p>Cha 10 -> 12</p><p></p><p>In this build, the archer will have a +2 to hit/dmg, +2 to AC/Ref and a -5 to his fortitude save.</p><p></p><p>The advantages are simply underwhelming, considering the bonuses the TWF guy gets with weapon feats, ability with (and competence in) opportunity attacks, lack of vulnerability to OAs (though admittedly ranger utilities make up for this) and all those cool interrupt attacks.</p></blockquote><p></p>
[QUOTE="Puggins, post: 4379982, member: 12386"] Couple of points on TWF's behalf: (1) The Heavy Armor Ranger is viable, from what I can see, and is easily the most damaging build of all rangers assuming that it goes Pit Fighter/Demigod. 24 wisdom = +7 damage on all attacks, both main hand and off hand. Two-weapon rend gives you three opportunities to score that bonus damage, and, with demigod, it essentially becomes your go-to at-will. (2) The Dex-based TWF/Pit fighter. isn't THAT far behind the Heavy Armor Ranger in terms of damage, and it's still well ahead of Archers. (3) The MAD of TWF is overstated. #3 deserves some elaboration: a. Yes you need three attributes, but none of the three overlap- you'll be improving every save as you raise your three scores. b. The drastic increase in point cost for 17/18 mean that a three-attribute character is only slightly behind a two-attribute character. Take this build, using standard point buy. Elf Ranger Start -> End Stat. Str 16 -> 24 (+7) Dex 17 -> 22 (+6) Con 13 -> 15 Int 8 -> 10 Wis 15 -> 20 (+5) Cha 10 -> 12 Let's look at what the Archer can do. Build 1, distributing stats. Str 10 -> 12 Dex 18 -> 26 (+8) Con 13 -> 15 (+2) Int 9 -> 11 Wis 18 -> 26 (+8) Cha 10 -> 12 In this build, the archer will have a +1 to hit/dmg, +3 to his will save and some effects, +1 to AC and reflex (remember TW defense) and a -5 to his fortitude save compared to the TWF. Build 2, concentrating. Str 10 -> 12 Dex 20 -> 28 (+9) Con 13 -> 15 (+2) Int 9 -> 11 Wis 12 -> 20 (+5) Cha 10 -> 12 In this build, the archer will have a +2 to hit/dmg, +2 to AC/Ref and a -5 to his fortitude save. The advantages are simply underwhelming, considering the bonuses the TWF guy gets with weapon feats, ability with (and competence in) opportunity attacks, lack of vulnerability to OAs (though admittedly ranger utilities make up for this) and all those cool interrupt attacks. [/QUOTE]
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Are ranged rangers better than melee ones?
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