Okay, here's a long post, (and I think I've commented on everyone's responses.)
WizarDru said:
Could you define 'twinky', please?
'Twinky' is a word I picked up some time ago when a guy randomly called me one. He was using it in the same way most people might use 'munchkin'.
To me, it is a verb, adjective and noun:
Verb: 'to twink'--- to make a character more efficient, generally dealing with combat.
Adjective: 'twinky', 'twinkish'--- used to describe to properties of a character that has been 'twinked'.
Noun: 'twink'--- a person who regularly 'twinks'.
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In my part of the universe, 'twink' is roughly synonymous to 'munchkin'. The former generally has a bit more prestige, however, because the latter is generally more concerned about Efficiency to the detriment of everything else (inlcluding other players).
A Twink is a "Munchkin Jr.", if you will...
I find that most RPGers have some measure of twink in them. (This description is not an off/on switch, but a sliding scale.) Most RPGers would balk at playing, for example, a bard with a dagger, or a mage with a 3 Int.

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So, the way I was using it was to describe that our characters, though not munchkin-wet-dreams, are not anti-munchkin characters.
Victim---
Not always. *snip description*
Beyond raw CR, other factors have to be considered. Some tactical situations aren't going to be threat to certain groups, and others overwhelming.
I never said always. Why would you think that I am attempting to say that CR is an absolute? I understand that CR is a guideline. However, in order for us to have any common ground whatsoever, I use CR. This is because I am not going to bring up every possible combination for every single type of encounter with every combination of character classes in a party against every single type of monster in order to satisfy you.
I need you to trust that I comprehend CR and DMing enough that I am conscientious of the fact that situation and party composition are important factors in determining the challenge of an encounter.
IceBear---
Pressing the Attack feat
I've never seen it, though it looks like a neat feat. (I fear however, that there are probably many
archer feats in Dragonstar that compensate for this.)
ascendance---
The other uses TWF, which is only useful for sneak attackers. Real melee characters use 2-handed weapons. Its the way the rules work.
Whoa. Have you ever seen a full blown TWF character? With two weapons (or a double weapon) of speed, improved and greater TWF, specialization, and twin GMWs?
I used to think that dual wielding sucked compared to a two handed weapon. I am now a convert. This is because most analysis' between the two neglect to take into account that increases to damage are more important than increases to hit. A high level fighter with a double-bladed sword of speed (or twin rapiers if you want to crit out) gets 9 attacks per round, with each one gaining bonuses from enhancement bonuses and specialization.
Exotic Weapon Prof: Spiked Chain.
So you are trying to tell me that in order to compete with someone who uses a
martial weapon, I need to learn an
exotic weapon? Doesn't that imply that the
martial weapon in question is too powerful compared to other
martial weapons?
....L6 Tribal Defender 1:
We haven't gotten to PrCs yet. This has all been using base classes. Besides, if I go TD, he'd go PA, OotBI and AA (which are all better than the TD, especially if combined).
I know this wasn't directed at me, but I can't stand this weapon. It ranks up there with the mercurial cheesword.
Olgar Shiverstone---
I don't see the archer/melee balance as being a problem -- by the core rules of the PHB, DMG, MM.
Actually, the problem is with core rules, namely GMW and RS. Which Petrosian already covered. (We've been playing with core rules in this specific campaign.)
LordAO---
I have a couple of suggestions that might help.
Sorry to nitpick, but, in the past 6 pages of posts, we have already gone over lots of topics. Maybe, just maybe, your suggestions have already been covered.
Petrosian----
The imbalance i perceieve, in play and in analysis, stems from the double enhancement stacking and is exacerbated by low penalty for the rapid shot feats use to gain an extra attackextra attack. That is all core rules material.
I concur.
I was sticking with, what i had percieved, the thread to be about which is their capability against a mix of adversaries as PCs (and to a lesser extent as NPCs) in a tems environment, not some duel between individuals.
I concur.
Zad---
Without GMW on arrows, the archer cannot deal with targets with DR which come up a lot in later levels. Magic arrows are far too expensive to use on a regular basis.
Easy way to fix this...make magical arrows less expensive, maybe?
Darklone---
The only problem why many melee boys in my groups don't hit that much is because they can't stop using Expertise at maximum.
Weird. Our melee guys never use Expertise. (Most never have the requisite Int, anyway.)
Grog---
Also, as DM I control how many magic arrows the party finds. So the balance issue is easily correctable for me. If the archer starts to suck compared to the rest of the group, I increase the number of magic arrows I give as treasure. If the archer is overshadowing the rest of the group, I reduce the number of magic arrows they find. It's easy to handle.
Although I agree with everything else in your posts, I personally don't like this DMing style. I much prefer the treasure to not vary based on the party composition. Treasure, IMHO, should be plausible and probable, not a DM tool to limit character effectiveness. That is, afterall, the whole point of gp value for treasure. (To each his own, however.)
I am more inclined to believe that the designers of the game were smoking crack when they priced magical arrows (sorry, Monte *grin*). A melee fighter swings their weapon way more than 50 times before the weapon breaks, and yet an archer would lose those hard-earned gps after 50 shots.
I still stick by my 1/500 pricing. It's limiting, but not castrating. Of course, YMMV and all that...
