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[Bo9S] Archery schools
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<blockquote data-quote="Nifft" data-source="post: 3455147" data-attributes="member: 6562"><p>Some really good stuff here, but also some stuff I don't like.</p><p></p><p>There are some things here that need a duration. For example, Field of Quills is brilliant -- better than some of the things I wanted to do with Ranged Touch attacks hindering opponents -- but it's too big an area to last for more than 1 round. Personally, I like it as a low-level Counter (make 1 square Difficult terrain to stop a Charge or prevent a foe from taking a specific 5 ft. step, or something more creative), and then as a high-level Stance (a ring of Difficult terrain from 20 to 30 ft. out from your position).</p><p></p><p>I think we differ in valuing full attacks for archers vs. full attacks for melee guys. IMHO, a full attack is easier to get as an archer, and therefore is worth less; if a foe really doesn't want to feel your full attack, but you manage to set one up anyway, Time Stands Still lets him feel it twice. It's much harder to make an archer move before making an attack, so the value isn't as high -- archery isn't defended against by movement, it's defended against by cover, concealment, wind, and DR. (Especially DR.)</p><p></p><p>The one-shot-kill school already compensates for DR with its extra damage (much in the way that Power Attack + Charge compensates for DR), so I don't see the need to add a special DR penetration maneuver.</p><p></p><p>Some of the area attacks seem to need a range (the radius burst ones); the cone and line ones originate at your position, but the burst ones don't, do they?</p><p></p><p>More comments if/when I have time, and as soon as I'm done with the very time consuming <strong>Dancing Fox</strong>, I'll start pilfering without shame! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p><p></p><p>Thanks, -- N</p></blockquote><p></p>
[QUOTE="Nifft, post: 3455147, member: 6562"] Some really good stuff here, but also some stuff I don't like. There are some things here that need a duration. For example, Field of Quills is brilliant -- better than some of the things I wanted to do with Ranged Touch attacks hindering opponents -- but it's too big an area to last for more than 1 round. Personally, I like it as a low-level Counter (make 1 square Difficult terrain to stop a Charge or prevent a foe from taking a specific 5 ft. step, or something more creative), and then as a high-level Stance (a ring of Difficult terrain from 20 to 30 ft. out from your position). I think we differ in valuing full attacks for archers vs. full attacks for melee guys. IMHO, a full attack is easier to get as an archer, and therefore is worth less; if a foe really doesn't want to feel your full attack, but you manage to set one up anyway, Time Stands Still lets him feel it twice. It's much harder to make an archer move before making an attack, so the value isn't as high -- archery isn't defended against by movement, it's defended against by cover, concealment, wind, and DR. (Especially DR.) The one-shot-kill school already compensates for DR with its extra damage (much in the way that Power Attack + Charge compensates for DR), so I don't see the need to add a special DR penetration maneuver. Some of the area attacks seem to need a range (the radius burst ones); the cone and line ones originate at your position, but the burst ones don't, do they? More comments if/when I have time, and as soon as I'm done with the very time consuming [b]Dancing Fox[/b], I'll start pilfering without shame! :D Thanks, -- N [/QUOTE]
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[Bo9S] Archery schools
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