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Help with balancing gameplay?
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<blockquote data-quote="Ahnehnois" data-source="post: 6089570" data-attributes="member: 17106"><p>A few things from a rules perspective that you might or might not need to know:</p><p></p><p>*Skirmish damage applies only to targets within 30 ft. Far Shot does not increase this range.</p><p>*If you use Manyshot, Skirmish damage applies to only the first arrow fired. If you use Rapid Shot, you can't take a move action and thus can't get Skirmish.</p><p></p><p>Now, there are some ways of manipulating the rules to get around that sort of thing, but in principle, Skirmish was written with the intent that those limitations would apply, and even if your player found a way around them, you're perfectly within reason to enforce the RAI. It's not clear to me what level the characters are or whether that multiple 20+ damage arrow thing is from Skirmish or not.</p><p></p><p>***</p><p></p><p>That being said, ranged attacks are easy to deal with. There are a variety of abilities that specifically affect ranged attacks; monks are virtually immune to them. Depending on whether the archer has the requisite concealment and cover-busting feats or items, simple tactical use of cover can go a long way. It's also possible to use opponents that are equally good at ranged combat; either archers that might keep the character busy (note the ranged disarming feat from CW), or spellcasters that might disable him (how's the scout's will save?). Invisible or otherwise concealed opponents could get within melee range (depending on how good of a scout the scout actually is). DR can be problematic for ranged characters as special ammunition is expensive.</p><p></p><p>In short, if the character is built legit and you're okay with it, you can throw legit challenges at them that are just as tough.</p></blockquote><p></p>
[QUOTE="Ahnehnois, post: 6089570, member: 17106"] A few things from a rules perspective that you might or might not need to know: *Skirmish damage applies only to targets within 30 ft. Far Shot does not increase this range. *If you use Manyshot, Skirmish damage applies to only the first arrow fired. If you use Rapid Shot, you can't take a move action and thus can't get Skirmish. Now, there are some ways of manipulating the rules to get around that sort of thing, but in principle, Skirmish was written with the intent that those limitations would apply, and even if your player found a way around them, you're perfectly within reason to enforce the RAI. It's not clear to me what level the characters are or whether that multiple 20+ damage arrow thing is from Skirmish or not. *** That being said, ranged attacks are easy to deal with. There are a variety of abilities that specifically affect ranged attacks; monks are virtually immune to them. Depending on whether the archer has the requisite concealment and cover-busting feats or items, simple tactical use of cover can go a long way. It's also possible to use opponents that are equally good at ranged combat; either archers that might keep the character busy (note the ranged disarming feat from CW), or spellcasters that might disable him (how's the scout's will save?). Invisible or otherwise concealed opponents could get within melee range (depending on how good of a scout the scout actually is). DR can be problematic for ranged characters as special ammunition is expensive. In short, if the character is built legit and you're okay with it, you can throw legit challenges at them that are just as tough. [/QUOTE]
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