ConcreteBuddha
First Post
Re: How to Fix Archers
We have never not used a battlemap and miniatures for DnD.
All of my experiences have been with multiple DMs in multiple campaigns with multiple archers and always using a battlemap with terrain, darkness, concealment, cover, trees, walls, NPCs and PCs all adjucated. (Also using multitudes of different styles of houseruling, from strict rules interpretations to thick volumes of house rules.)
With a high Dex, Bracers of Archery, the Sharp-Shooting feat, and stacking bow and arrow bonuses to hit, cover becomes pretty meaningless. (Unless it's 9/10ths or total cover. In which case the bad guys are pinned down and unable to damage the party at all.)
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Seeking from the S&F. Check it out. Or you could just go with the Deepwood Sniper.
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Surprise affects melee guys as equally as it affects archers.
So here is the situation you just discribed:
1) A melee guy didn't block the monster from getting to the archer.
2) The monster ignores every character standing in front of the archer.
3) The monster didn't die in the first round Rapid Shot from the archer. (Due to surprise or what have you.)
4) The monster has 10 ft. reach.
5) The archer doesn't have a bunch of ranks in Tumble. (Which hasn't been houseruled.)
6) The archer has a lower AC than everyone else in the group.
7) The archer has lower hps than everyone else in the group.
Sure, if every one of these things happen, then the specific archer in question is doomed. Of course, it could also be the case that this exact sitution is pretty rare, and that it isn't a viable way of judging the game-balance of archery.
And what? The archer walks boldly up and gets ambushed by the monsters hiding behind full cover? The melee guys run forward and get trounced by the monsters?
Affects melee characters as equally as it affects archers.
I was joking. Hence the "*grin*" in my post.
Seriously, though: if the solution you propose is to equip every intellegent monster with a tower shield, I'd rather nerf GMW. It's a little less silly that way.
Mallik said:It's this simple: use a battlemat and miniatures (or dice/markers of some kind).
This is /necessary/ to enforce the rule that make archers balanced: cover.
We have never not used a battlemap and miniatures for DnD.
All of my experiences have been with multiple DMs in multiple campaigns with multiple archers and always using a battlemap with terrain, darkness, concealment, cover, trees, walls, NPCs and PCs all adjucated. (Also using multitudes of different styles of houseruling, from strict rules interpretations to thick volumes of house rules.)
Having a 2/4/7/10 cover bonus to AC will seriously make your archer think twice about how great it is to be outside of range.
With a high Dex, Bracers of Archery, the Sharp-Shooting feat, and stacking bow and arrow bonuses to hit, cover becomes pretty meaningless. (Unless it's 9/10ths or total cover. In which case the bad guys are pinned down and unable to damage the party at all.)
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Pax---
Trees and leaves provide concealment, if not cover ... more and more, the further you are form the target (result: closing to melee range rewards the melee characters, while the ranged characters suffer miss %'s ...).
Seeking from the S&F. Check it out. Or you could just go with the Deepwood Sniper.
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Darklone---
I don't know how you handle it... but my PCs don't always surprise the monsters.
Surprise affects melee guys as equally as it affects archers.
As for the argument that the AoO against the archer is not bad... If the monster trips the archer with that AoO, the archer is screwed for that round (nooooo rapid shot orgy). And the 5ft step back doesn't help against 10ft reach monsters.
So here is the situation you just discribed:
1) A melee guy didn't block the monster from getting to the archer.
2) The monster ignores every character standing in front of the archer.
3) The monster didn't die in the first round Rapid Shot from the archer. (Due to surprise or what have you.)
4) The monster has 10 ft. reach.
5) The archer doesn't have a bunch of ranks in Tumble. (Which hasn't been houseruled.)
6) The archer has a lower AC than everyone else in the group.
7) The archer has lower hps than everyone else in the group.
Sure, if every one of these things happen, then the specific archer in question is doomed. Of course, it could also be the case that this exact sitution is pretty rare, and that it isn't a viable way of judging the game-balance of archery.
And monsters that are subject to an archers volleys usually hide in full cover and ready a partial charge at the archer,
And what? The archer walks boldly up and gets ambushed by the monsters hiding behind full cover? The melee guys run forward and get trounced by the monsters?
possibly damaging his weapon.
Affects melee characters as equally as it affects archers.
LOL, yeah, right, I think those things are called tower shields and provide full cover.
I was joking. Hence the "*grin*" in my post.
Seriously, though: if the solution you propose is to equip every intellegent monster with a tower shield, I'd rather nerf GMW. It's a little less silly that way.