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Goggles of True Strike: To unbalancing?
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<blockquote data-quote="hong" data-source="post: 2094484" data-attributes="member: 537"><p>Put it this way: I actually designed and played an archer PrC that, at the top end, essentially gets true strike at will. Furthermore, they don't even have to waste a round activating it: as a standard action, they get one shot with +20 to hit, ignore concealment miss chances etc. They also get something like ranged Power Attack with this shot, so if they want, they can convert all that +20 attack bonus into a +60 damage bonus (yes, it's +3/-1).</p><p></p><p>Now, whether or not this PrC is/was balanced is another issue (I was designing it with the 3.0 OotBI, peerless archer and deepwood sniper in mind), but the main thing is that when the chips were down, I STILL ended up going back to the usual D&D machine-gun archer schtick. I could put out more damage more consistently by shooting multiple times per round rather than making one super shot, even with all the cheese people have mentioned in this thread. Yes, I did make one critical hit on a hapless dire tyrannosaur for 225 points of damage, but spotlight time aside, relying on this to win you the big fights is a losing proposition. This tells me that true strike really isn't that big a deal, and there are other things out there that will have a bigger impact on the fights.</p></blockquote><p></p>
[QUOTE="hong, post: 2094484, member: 537"] Put it this way: I actually designed and played an archer PrC that, at the top end, essentially gets true strike at will. Furthermore, they don't even have to waste a round activating it: as a standard action, they get one shot with +20 to hit, ignore concealment miss chances etc. They also get something like ranged Power Attack with this shot, so if they want, they can convert all that +20 attack bonus into a +60 damage bonus (yes, it's +3/-1). Now, whether or not this PrC is/was balanced is another issue (I was designing it with the 3.0 OotBI, peerless archer and deepwood sniper in mind), but the main thing is that when the chips were down, I STILL ended up going back to the usual D&D machine-gun archer schtick. I could put out more damage more consistently by shooting multiple times per round rather than making one super shot, even with all the cheese people have mentioned in this thread. Yes, I did make one critical hit on a hapless dire tyrannosaur for 225 points of damage, but spotlight time aside, relying on this to win you the big fights is a losing proposition. This tells me that true strike really isn't that big a deal, and there are other things out there that will have a bigger impact on the fights. [/QUOTE]
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Goggles of True Strike: To unbalancing?
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