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General Tabletop Discussion
*Dungeons & Dragons
Helping melee combat to be more competitive to ranged.
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<blockquote data-quote="hawkeyefan" data-source="post: 6981794" data-attributes="member: 6785785"><p>Well no. Check the OP. [MENTION=6801299]Horwath[/MENTION] said he thought melee "lagged a little behind ranged" and then made some suggestions on how to balance melee with ranged. Since then the conversation has shifted...but you don't get to decide that the thread agrees with you. </p><p></p><p>And I am not claiming that ranged characters must be squishier than melee fighters. My point is that it certainly is an area upon which a melee fighter can focus with feats and class abilities while the archer has focused on ranged combat. </p><p></p><p></p><p></p><p>Depending on feat choices and the like. Also, please stop assuming I am talking about the great weapon fighter, and also that I am solely looking at DPR. </p><p></p><p></p><p></p><p>I don't know if I really follow that. Survival is the stated point of killing things faster, no? Are you just saying that damage output trumps damage mitigation? Maybe I misunderstood. </p><p></p><p></p><p></p><p>I don't know....you seem to shrug when an attack is only 62% as effective as if that's not a big deal, but now you cite the disparity as being vital. </p><p></p><p></p><p></p><p>None of this need be true at all. Maybe with this great weapon master build you assume I'm talking about. A melee fighter who takes Shield Master and Resilient, let's say, removes most of that. </p><p></p><p></p><p></p><p></p><p>Meh. Yes, I suppose this is possible. It's also the cheesiest tactic I think I've heard proposed. I don't think any of my players would ever propose this as a regular tactic. Perhaps in a pinch if needed, but as their standard method? Ugh. </p><p></p><p></p><p></p><p>Okay, fair point. I allow the drawing of the weapon as part of the attack, so I let someone throw more than one weapon if they have more than one attack. But that seems more like a house rule, so I'll give you this point. </p><p></p><p></p><p></p><p>No reason except no one ever did that....if I read it in a book, I'd toss the thing across the room. I realize this may be allowed within a strict reading of the rules, but it's so incredibly cheesy I can't even believe a player would want to do that. </p><p></p><p></p><p></p><p>To some extent, yes. But the feats and options taken by the melee warrior may make him better at this in ways other than DPR. </p><p></p><p></p><p></p><p>If we look at it in this way, the same is true for every attack. So this point is moot. </p><p></p><p>Attacks hurt and both PCs and NPCs tend to want to avoid them. Any possible hit is a risk/reward scenario. Choosing to grant someone additional attacks on you? I'd never really look at that as not meaningful. </p><p></p><p></p><p></p><p>Pretty often in my game. Hard to say for sure because it's not like I catalogue it, but a few times per combat on average, I'd say. It'll vary by table, though, so how much they matter is very much subjective.</p></blockquote><p></p>
[QUOTE="hawkeyefan, post: 6981794, member: 6785785"] Well no. Check the OP. [MENTION=6801299]Horwath[/MENTION] said he thought melee "lagged a little behind ranged" and then made some suggestions on how to balance melee with ranged. Since then the conversation has shifted...but you don't get to decide that the thread agrees with you. And I am not claiming that ranged characters must be squishier than melee fighters. My point is that it certainly is an area upon which a melee fighter can focus with feats and class abilities while the archer has focused on ranged combat. Depending on feat choices and the like. Also, please stop assuming I am talking about the great weapon fighter, and also that I am solely looking at DPR. I don't know if I really follow that. Survival is the stated point of killing things faster, no? Are you just saying that damage output trumps damage mitigation? Maybe I misunderstood. I don't know....you seem to shrug when an attack is only 62% as effective as if that's not a big deal, but now you cite the disparity as being vital. None of this need be true at all. Maybe with this great weapon master build you assume I'm talking about. A melee fighter who takes Shield Master and Resilient, let's say, removes most of that. Meh. Yes, I suppose this is possible. It's also the cheesiest tactic I think I've heard proposed. I don't think any of my players would ever propose this as a regular tactic. Perhaps in a pinch if needed, but as their standard method? Ugh. Okay, fair point. I allow the drawing of the weapon as part of the attack, so I let someone throw more than one weapon if they have more than one attack. But that seems more like a house rule, so I'll give you this point. No reason except no one ever did that....if I read it in a book, I'd toss the thing across the room. I realize this may be allowed within a strict reading of the rules, but it's so incredibly cheesy I can't even believe a player would want to do that. To some extent, yes. But the feats and options taken by the melee warrior may make him better at this in ways other than DPR. If we look at it in this way, the same is true for every attack. So this point is moot. Attacks hurt and both PCs and NPCs tend to want to avoid them. Any possible hit is a risk/reward scenario. Choosing to grant someone additional attacks on you? I'd never really look at that as not meaningful. Pretty often in my game. Hard to say for sure because it's not like I catalogue it, but a few times per combat on average, I'd say. It'll vary by table, though, so how much they matter is very much subjective. [/QUOTE]
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