Numion said:A few points I've noticed in my games:
1) Archers have Rapid Shot for extra attacks. Meleers have Cleave, which kicks in more rarely.
Melee characters also have TWF, which kicks in (at high penalties) without any feats required -- and with little or NO penalty, for Rangers ... still with no feats required. TWF eventually leads to being able to full-attack with (at epic levels) each weapon (eight attacks in total, more with Speed-enhanced weapons).
2) Archers can kick of with full attacks more often (=every round after the surprise, most likely). Meleers may have to move.
Archers using ranged attacks inside an enemy's threatened zone provoke AoO's, melee fighters typically do not.
3) GMW + stacking of bows and arrows. Eats away some if not most (all actually if we're talking about single-hand weapon meleers) of the damage differences / hit when compared to meleers. To hit is just way higher than with meleers.
Allright, this one I agree with, at least. I've considered making GMW (and MW) affect no more than 5 or 10 projectile weapons, not enough to constitute an entire supply, but enough to let the spellcasters provide for a temporary gap in available magic weaponry for part of an encounter.
4) At higher levels flying is reality in D&D. Easy too. So archers have severe advantage vs. most landbound creatures.
So use flying monsters. Or INTELLIGENT monsters, with their OWN ranged weapons.
6) In my experience combats happen inside the 30ft kill zone quite often. (more damage + to hit)
And with inelligent (or even many semi-intelligent) foes, if the encounter is within 30 feet, then something WILL rush up to threaten the archer in melee range.
7) Archers have some pretty funky PrCs going for them. (Zen archery + ootbi)
I'll take my Fighter (10) / Duellist (10) pre-Epic "Armor Class Munckin" concept up against any Fighter (10) / "Archery PrCl" (10) character any day. The point being, when rollign to hit ... if you have to ask, the answer is "no." And yes, the Fighter/Duellist is 99% a melee character (their high dexterity helps offset the lack of ranged-oriented feats). AC of 80-ish, without a single CUSTOM magic item ... all off-the-shelf.
The cumulative effect of points 1-7 is that archers tend cause more damage than meleers in my games. They would cause much more damage than meleers, but in my games arrows don't stack.
Tactical failing on the DM's part, and probably alack of viable terrain for the NPC's to use against the ranged fighters. Especially if most of the encounters are occurring at the 30-foot-or-less mark.
I don't really understand all these specialty tactics people come up with vs. archers. Why should we need special tactics vs. them - we don't need special gimmicks vs. meleers. Which actually once more proves that archers have too much going for them...
Specialty tactics versus melee fighters: get an obstacle that limits their ability to get to you, and rain arrows (etc) on them. One prime example of this is, a wall ... with arrowslits. You know, like the ones around -castles- ... ?
Any weapon which gives a specific advantage on the field of battle, as an inevitable result, will spawn specific counter-tactics. For melee combat, this usually manifests in movement patterns, weapon choices, attack-type choices (disarm, sunder, whatever).
Against ranged combat, it usually involves moving in a way that makes maximum use of available cover and/or concealment, or, answering in kind -- with massed volleys of ranged attacks!