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Community
General Tabletop Discussion
*Dungeons & Dragons
Do most striker builds weaken a party?
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<blockquote data-quote="The Crimson Binome" data-source="post: 6769488" data-attributes="member: 6775031"><p>A "full move" is around 30 feet, and short range for a bow is 80 or 150. I guess it wouldn't matter if you're doing a lot of small-room fighting, but my experience puts encounter distance much closer to 150 (which is also the range on Fireball). It's entirely possible that the game of Dungeons & Dragons works better within the confines of a dungeon.</p><p></p><p>There's opportunity cost. A high-Strength warrior who invests heavily in Dex, instead of Con, will have fewer HP and be more likely to die. High-Strength warriors <em>can</em>, and in my experience <em>do</em>, make great use of javelins. However, javelins have a short range of 30 feet, and incur Disadvantage to the attack roll out to 120 feet; your chance of actually hitting anything drops precipitously beyond 30 feet, and even if the target is nearby, you'll have Disadvantage if you try to make a ranged attack while you're already engaged in melee.</p><p></p><p>Most javelins, from what I've seen, are thrown by the melee characters on their way into the fight. I'm also being generous with my interpretation of the object-interaction rules, so they can make use of Extra Attack, but even then they suffer from range (and from not owning a supply of magical javelins).</p><p></p><p>For contrast, the (elf) monk owns a magical longbow, and makes excellent use of it whenever the target is beyond reach. For a character that is already invested in Dex, like a monk or ranger or rogue, it's trivial to switch back and forth between melee and range -- with the trade-off being that they are quite a bit squishier than the Strength-based characters with their shields and Hit Points.</p></blockquote><p></p>
[QUOTE="The Crimson Binome, post: 6769488, member: 6775031"] A "full move" is around 30 feet, and short range for a bow is 80 or 150. I guess it wouldn't matter if you're doing a lot of small-room fighting, but my experience puts encounter distance much closer to 150 (which is also the range on Fireball). It's entirely possible that the game of Dungeons & Dragons works better within the confines of a dungeon. There's opportunity cost. A high-Strength warrior who invests heavily in Dex, instead of Con, will have fewer HP and be more likely to die. High-Strength warriors [I]can[/I], and in my experience [I]do[/I], make great use of javelins. However, javelins have a short range of 30 feet, and incur Disadvantage to the attack roll out to 120 feet; your chance of actually hitting anything drops precipitously beyond 30 feet, and even if the target is nearby, you'll have Disadvantage if you try to make a ranged attack while you're already engaged in melee. Most javelins, from what I've seen, are thrown by the melee characters on their way into the fight. I'm also being generous with my interpretation of the object-interaction rules, so they can make use of Extra Attack, but even then they suffer from range (and from not owning a supply of magical javelins). For contrast, the (elf) monk owns a magical longbow, and makes excellent use of it whenever the target is beyond reach. For a character that is already invested in Dex, like a monk or ranger or rogue, it's trivial to switch back and forth between melee and range -- with the trade-off being that they are quite a bit squishier than the Strength-based characters with their shields and Hit Points. [/QUOTE]
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Do most striker builds weaken a party?
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