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[Bo9S] Archery schools
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<blockquote data-quote="Nifft" data-source="post: 3461144" data-attributes="member: 6562"><p>Area effects...</p><p></p><p></p><p></p><p>My thinking on area effects is always:</p><p>1/ Don't do it sooner than a Sorcerer and/or Warlock could; and</p><p>2/ Make fighters fear Swarms just a little.</p><p></p><p>Unlike a Sorcerer, you're not limited to 5 uses per day, so you can use this area attack to "plink" away at a more dangerous foe. Invisible or displaced foes are a problem -- area effects help solve this problem.</p><p></p><p>I don't like the "role leak". My rules are to only start giving area damage to non-mages when the mage's time is better spent doing something else. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p></p><p></p><p></p><p>Cool. Works for me. Also nice to justify why an archer can use some allegedly melee maneuvers.</p><p></p><p></p><p></p><p></p><p></p><p>Right, but remember:</p><p>- SR</p><p>- Evasion</p><p>- Energy Resistance (and every damn thing seems to have some energy resistance)</p><p>- Limited use</p><p></p><p>DR and AC compensate for less than half that list, I'd argue, since you can swap arrow head material (for DR) more easily than you can swap energy type (for energy resistance). Unlimited use vs. high damage means <u>different</u>* tactics, for sure, but I don't think we're talking merely 1d8+10. Energy damage is popular, <em>flame arrow</em> is available, and someone might even splurge and get a Collision enhanced bow.</p><p></p><p></p><p>*) And generally inferior. Winning in one round is half as dangerous as winning in two rounds. No argument there.</p><p></p><p></p><p></p><p>I'd limit them to a specific number of attacks within the area. In the average case, this shouldn't change the power level, but it will prevent abuse. The number could rise with Initiator Level.</p><p></p><p>Cheers, -- N</p></blockquote><p></p>
[QUOTE="Nifft, post: 3461144, member: 6562"] Area effects... My thinking on area effects is always: 1/ Don't do it sooner than a Sorcerer and/or Warlock could; and 2/ Make fighters fear Swarms just a little. Unlike a Sorcerer, you're not limited to 5 uses per day, so you can use this area attack to "plink" away at a more dangerous foe. Invisible or displaced foes are a problem -- area effects help solve this problem. I don't like the "role leak". My rules are to only start giving area damage to non-mages when the mage's time is better spent doing something else. :) Cool. Works for me. Also nice to justify why an archer can use some allegedly melee maneuvers. Right, but remember: - SR - Evasion - Energy Resistance (and every damn thing seems to have some energy resistance) - Limited use DR and AC compensate for less than half that list, I'd argue, since you can swap arrow head material (for DR) more easily than you can swap energy type (for energy resistance). Unlimited use vs. high damage means [u]different[/u]* tactics, for sure, but I don't think we're talking merely 1d8+10. Energy damage is popular, [i]flame arrow[/i] is available, and someone might even splurge and get a Collision enhanced bow. *) And generally inferior. Winning in one round is half as dangerous as winning in two rounds. No argument there. I'd limit them to a specific number of attacks within the area. In the average case, this shouldn't change the power level, but it will prevent abuse. The number could rise with Initiator Level. Cheers, -- N [/QUOTE]
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