Fixing the Bow Mechanics

Elder-Basilisk

First Post
I'll admit that they're not the best examples. A +1 Holy Shock bow is much more likely than a +4 bow for instance. (Of course, this is yet another reason that archers are vulnerable to sunder. . . .) Similarly, I would expect the melee fighters to have +2 keen frost swords instead of +4 swords.

A more serious problem with the examples is that, while archery prestige classes don't really give many bonusses that would change the examples, a good number of melee prestige classes do. 30 strength is quite a low number for a raging, Frenzied Beserker for instance. Similarly, a paladin might very well also be a Templar and have weapon specialization and multiple smites on top of the bonusses that I listed. The fighter could very well be a Weapon master who would have Superior Weapon Focus and Ki damage in addition to the listed abilities.

For all their faults, however, I think the examples accurately show the effect of the rules. Archers' attack routines will no longer be comparable to those of greatsword wielding or dual wielding fighters but will be comparable to a fighter wielding a longsword and not using power attack. As you note, it will also offer further incentive for archers to do what they probably do anyway in most campaigns: have +1 bows with lots of abilities (holy, frost shock, flame, etc) rather than +4 bows since the special abilities of the bow would still stack with enhancement bonusses from GMW on the arrows.

Ther are also some problems with your assumptions as listed below:

-The archer will have a dex as good as the melee fighter's strength. This is unlikely--at least if you're discussing an archer who also makes use of a mighty [+4] composite longbow. Archers usually have to have both decent strength and good dexterity. On the other hand, a melee fighter can get by with a 10 or 12 dex and concentrate all of his stat points (if using a point buy system), magic, and stat increases for level in strength.

-The +4 [equivalent] mighty bow and arrows are cheaper than the +4 [equivalent] greatsword. Actually, assuming a similar level of enchantments on both items, the bow and arrows will cost marginally more than the greatsword--even with the assumption of greater magic weapon for the arrows. The +4 [equivalent] enhancements and abilities are equally priced for the bow and the sword. A masterwork mighty bow (up to 1100gp, IIRC), however, is considerably more expensive than a masterwork greatsword (350gp). At high levels, this difference is probably negligable but it still exists and could buy the greatsword wielder a potion of fly or a couple potions of see invisibility.

-All high level archers can be assumed to have GMW cast on their arrows. Therefore there is no need for them to buy magic arrows. To some extent this is accurate as this is an extremely effective use of a cleric's 4th level spell or a wizard's 3rd level spell. However there are two problems with this.

First, as Rackhir points out, those 50 arrows from one casting of the spell are likely to run out in 10 to 13 rounds of combat (using rapid shot and haste effects). Many adventures feature more than ten rounds of combat per day which means that one casting of GMW will not suffice.

Second, it unfairly skews the comparison between melee fighters and archers to assume that every archer has a 3rd or 4th level spell active on his arrows. Greater Magic Weapon could just as easily make the fighter's +1 Flaming Greatsword of Speed a +4 Flaming Greatsword of Speed--it would last for just as long and would probably be good for all combats in the day--not just 10 to 13 rounds of combat. The clerical version could also be an empowered Bull's strength delivering 3 to 7 points of strength to the melee fighter for just about the whole adventure. If a comparison assumes that the archer is buffed but the melee fighter isn't then it is innaccurately skewed in the archer's favor. If you doubt this, try the comparison again but this time assume that the archer doesn't have access to GMW but the melee fighter gets an empowered Bull's Strength cast on him. It won't look the same.

The only case in which the assumption of magic arrows (from GMW or other ability) doesn't skew the example is the case of an Arcane Archer since they have an unlimited supply of magical arrows as a class feature. However, an Arcane Archer's attack bonusses would probably look worse than the ones I have listed for three reasons.
-First, an Arcane Archer's magical arrows don't advance as quickly as GMW does--a 12th level character who's an Arcane Archer wouldn't have +4 arrows.
-Second, an Arcane Archer has to spend some levels on wizard, bard, or sorceror which reduces their BAB by at least one (often more than that since many take more than one arcane caster level).
-Third, an Arcane Archer needs to have at least an 11 in int or cha which will reduce their ability to maximize str and dex in a point buy system.



Cloudgatherer said:
Those aren't great examples.

Under this version of the rules, an archer with +4 bow and +4 arrows with a Dex of 22 will have the same attack routine as a fighter with a +4 greatsword with 22 Str (before Rapid Shot). The equipment (bows and arrows for archer, greatsword for fighter) will cost the same amount, probably less for the archer since he can most likely get GMW cast on his arrows for him.

The archer can still gain some stacking benefits in his favor. For instance, the bow can have flaming and he can fire holy arrows. He now fires flaming holy arrows. After playing an entire campaign for a year, not once has anyone in the party made magic arrows, there is simply no need with a spellcaster around. And it is not like they have to do it in battle, GMW lasts hours.
 

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Rackhir

Explorer
-First, an Arcane Archer's magical arrows don't advance as quickly as GMW does--a 12th level character who's an Arcane Archer wouldn't have +4 arrows

In my previous campaign, the AA typically found that her AA bestowed arrow bonus was frequently about +1 shy of what was needed and generally, if you don't have a sufficient bonus you might as well be using spit balls.

In any case, there are still limits to the number of arrows you can carry around without extensive preparations. If you want to put limitations on the archers. I suggest keeping close track of ammunition supplies. It is perhaps not a major problem for high level characters, but as Elder-Basilisk has shown, there is hardly an overwhelming advantage to the bonuses stacking.

One last thing to consider, when the characters are hitting the levels where the GMW bonuses become substantial, you will have other things to worry about such as limited wish, Resurection, Delayed Blast Fireball, Telelport without error, etc... High level spell casters cause problems that make some piddling little bonuses stacking vanish into insignificance. Spend your time figuring out how to deal with that, because if the bow and arrow bonuses stacking are giving you a headache, you will need a morphine drip when the spell casters start getting the really powerful stuff.
 

hong

WotC's bitch
Elder-Basilisk said:
For all their faults, however, I think the examples accurately show the effect of the rules. Archers' attack routines will no longer be comparable to those of greatsword wielding or dual wielding fighters but will be comparable to a fighter wielding a longsword and not using power attack.

I think this is perfectly reasonable. The archer isn't the one putting his butt on the line against goobie monsters with improved grab, energy drain, ability drain, rend, pounce, and all those other nifty melee-only specials. If the guy with the sword is putting his butt on the line, it's only fair he gets to deal out a bit more damage as a reward.
 

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