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General Tabletop Discussion
*Pathfinder & Starfinder
Hunter is a pretty great class
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<blockquote data-quote="Unwise" data-source="post: 5950928" data-attributes="member: 98008"><p>[MENTION=7884]Al'Kelhar[/MENTION]</p><p>I agree about long range fights being outside the combat-as-sport style of 4e as envisaged by WOTC. I enjoyed that and still do to an extent. Currently when I DM I am trying to push the players gently back to the combat-as-war style of play. In a campaign like that, or indeed in pretty much any system that is not 4e, range on a controller becomes very important.</p><p></p><p>***quick off-topic derail***</p><p>As an example, the thief snuck into an enemy camps stores and stole their bow string supply and destroyed many of their missle weapons. The party then ambushed the infantry on the plains while mounted. They had a bunch of good archers and riders amongst them. The combat board became useless as the PCs rode circles around the enemy, crippling them mongol style. It is neither fair, nor balanced, so would be a 'bad' 4e encounter.</p><p></p><p>It can be tricky to DM in instances where the attack plan leaves a player with very little to do. Fortunately, the guy who loves coming up with plans is generally the guy left doing nothing and he does not mind at all. Luckily the group is made up of people who all have a good ranged attack and good stealth (no defender though).</p><p>***end derail***</p><p></p><p>At low levels I would take a hunter as a superior controller over even a wizard. I find that control really comes down to "we need that effect on that guy" most of the time. Wizards just don't have a large enough toolbox early on. They generally have 1 minion popping at-will and 1 controlling effect. If that control is not needed in the fight, then they remain sub-par.</p><p></p><p>Hunters kind of start with 4 at-wills, 2 encounter powers and a great basic attack. While good, at higher levels, this is eclipsed by classes like wizards who end up with lots of encounter and daily powers. The at-wills used per fight drops very significantly in higher tiers of play and the wizard toolbox fills up so they can have the right effect at the right time.</p><p> [MENTION=1964]JPL[/MENTION] </p><p>IMO Any critical miss rule should really only apply to the first attack done in a turn. It should also really be of a less effect, like granting combat advantage. If a DM wants to make you break a bowstring on a 1, then he should make 20s disarm the opponent or something just as devastating.</p><p></p><p>Crossbow mastery is popular because xbows are +3 proficiency weapons. The actual feat itself is not that awesome for a class that already has aimed-shot, but it is still handy. Compared to bonuses to damage, bonuses to hit are particularly good for a controller as you cannot put your controlling effects on if you miss. Personally, I would not use it. I like the style of bows and I like rolling d12s.</p></blockquote><p></p>
[QUOTE="Unwise, post: 5950928, member: 98008"] [MENTION=7884]Al'Kelhar[/MENTION] I agree about long range fights being outside the combat-as-sport style of 4e as envisaged by WOTC. I enjoyed that and still do to an extent. Currently when I DM I am trying to push the players gently back to the combat-as-war style of play. In a campaign like that, or indeed in pretty much any system that is not 4e, range on a controller becomes very important. ***quick off-topic derail*** As an example, the thief snuck into an enemy camps stores and stole their bow string supply and destroyed many of their missle weapons. The party then ambushed the infantry on the plains while mounted. They had a bunch of good archers and riders amongst them. The combat board became useless as the PCs rode circles around the enemy, crippling them mongol style. It is neither fair, nor balanced, so would be a 'bad' 4e encounter. It can be tricky to DM in instances where the attack plan leaves a player with very little to do. Fortunately, the guy who loves coming up with plans is generally the guy left doing nothing and he does not mind at all. Luckily the group is made up of people who all have a good ranged attack and good stealth (no defender though). ***end derail*** At low levels I would take a hunter as a superior controller over even a wizard. I find that control really comes down to "we need that effect on that guy" most of the time. Wizards just don't have a large enough toolbox early on. They generally have 1 minion popping at-will and 1 controlling effect. If that control is not needed in the fight, then they remain sub-par. Hunters kind of start with 4 at-wills, 2 encounter powers and a great basic attack. While good, at higher levels, this is eclipsed by classes like wizards who end up with lots of encounter and daily powers. The at-wills used per fight drops very significantly in higher tiers of play and the wizard toolbox fills up so they can have the right effect at the right time. [MENTION=1964]JPL[/MENTION] IMO Any critical miss rule should really only apply to the first attack done in a turn. It should also really be of a less effect, like granting combat advantage. If a DM wants to make you break a bowstring on a 1, then he should make 20s disarm the opponent or something just as devastating. Crossbow mastery is popular because xbows are +3 proficiency weapons. The actual feat itself is not that awesome for a class that already has aimed-shot, but it is still handy. Compared to bonuses to damage, bonuses to hit are particularly good for a controller as you cannot put your controlling effects on if you miss. Personally, I would not use it. I like the style of bows and I like rolling d12s. [/QUOTE]
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Hunter is a pretty great class
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