I'm annoyed at archers.

Spatzimaus said:
Originally posted by LokiDR
Tumble, DC 15 stops this pretty quick.

True. Although, Tumble seems to be the second-most-house-ruled thing in the game (first being Harm, of course). I mean, it's just ridiculous that someone in heavy armor and weapons in both hands can somersault for 35 feet (from one side of my threatened area to the other) nonstop without giving me an opening and without slowing their movement appreciably. The DC should definitely scale with distance.


I think you have to be in light or medium armor to tumble. My prefered tumble house rule(out of all the ones I've seen debated) is BAB of foe bypassing +10 for past and BAB+20 for through. The only house rule I've curently implemented though is if you fail when attempting to tumble through an occupied square you get stoped, and any failure by 5 or more (on any tumble attempt)means you fall down 1/2 way through your move.
 

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Spatzimaus said:
Originally posted by LokiDR
Tumble, DC 15 stops this pretty quick.

True. Although, Tumble seems to be the second-most-house-ruled thing in the game (first being Harm, of course). I mean, it's just ridiculous that someone in heavy armor and weapons in both hands can somersault for 35 feet (from one side of my threatened area to the other) nonstop without giving me an opening and without slowing their movement appreciably. The DC should definitely scale with distance.

You are only allowed to tumble 20 ft in a round.

As I recall, Tumble does have alternate rules in Song & Silence. I forget what they were, but I would be surprised if they don't show up in the revised PHB or DMG coming out this summer.
 

Elder-Basilisk----
You can't get an adamantium bow.

Why not?




(hong is rolling over in his grave right now...)


Lela----
At last we come to my overall point. In breif, t is claimed that archers are too powerful. We look at archers feats and what is going on in the game in question. The response comes that the melee guys aren't as "tweaked" as the archer and an example is given of one way to "tweak" them. It, of course, is immeditally dismissed because someone doesn't like the none-core materials.


Actually, I said no PrCs and non-core materials. So the point about the AA is moot.

(Our archer is a F/R with only core feats and no PrCs.)
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The reason why I didn't want PrC tweaks to make melee characters more 'uber' is because the archers could then easily add on their own PrCs to make them more powerful. That is why a discussion of PrCs is besides the point.
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On a side note: my annoyance at archers is from levels 1 to 20, which is where I have most, if not all, of my experiences. I cannot comment on Epic level archery.


Artoomis---

It's kind of like saying that mounted warriors are unbalanced in D&D.

You are comparing apples and oranges and attempting to set up a straw man.

Mounted combat and archery are entirely different because mounted combat is rarely effective, whereas archery is commonly effective. I would also say that archery, in general, is far more effective than mounted combat.

(Note: this is without PrCs or non-core material. If we use anything else dealing with mounted combat, it means we have to bring in archer PrCs and feats as well. This means that the only characters who are charging are paladins on their chosen mounts. Or any other class with a DM allowed special cohort-mount.)

Spatzimaus---
Attacks of Opportunity.

Okay, now this is funny.

Sure, it was less consistent than the Archer's damage, but it had a far greater effect on the battle's outcome thanks to Stand Still.

So your solution is that every melee character should be a psychic warrior with Stand Still and Combat reflexes? Then archers wouldn't be so powerful?

Petrosian---
Well, acrually, i would tend to guess that if the balance option chose for archers is "break your magic weapons" that this might not be the most enjoyable solution for those who want to play archers and who really would prefer a balanced set of archery mechanics in favor of having their hard earned loot broken again and again and again.

I concur.
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And to all of the people who don't allow the enhancement bonus of a bow to protect against sundering damage, then that could possibly be the reason why archers are not as powerful in your campaigns. (People won't play twinked out archers because they know that their bow is vulnerable and drop their bow and switch to another weapon whenever in melee combat.)

Which is why we are having trouble finding common ground.
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As per why we allow GMW (and enhancement bonuses for that matter) to defend against sundering damage:

1) PHB/DMG: Bows are weapons.
2) PHB/DMG: Weapons with enhancement bonuses are protected against damage.
3) PHB: GMW gives an enhancement bonus.
4) The Sage ruling applies specifically to attacking the bow, not damaging the bow, because this says:

DMG, pg. 184---
Hardness and Hit Points: An attacker cannot damage a magic weapon with an enhancement bonus unless his own weapon has at least as high as an enhancement bonus as the weapon or shield struck. Each +1 of the enhancement bonus also adds 1 to the weapon's or shield's hardness or hit points.

And he says:

FAQ---
Normally you need to make an opposed
attack roll to strike a foe’s weapon or shield, but if the item
you’re striking is not a melee weapon or a shield, just use the
rules for striking a held, carried, or worn object (pages 135 and
136 in the Player’s Handbook).

Notice how it specifically applies to attack rolls and not damage rolls.
 

Yeah, I've house ruled that GMW doesn't count for sundering (I just didn't like the idea of someone casting GWM on a few weapons and then sending in goons just to destroy REAL magic weapons or someone using GMW to protect their normal bow from a +3 sword), but by the rules you're right - it should protect the bow from sundering attacks.

IceBear
 

Shard O'Glase said:


I think you have to be in light or medium armor to tumble. My prefered tumble house rule(out of all the ones I've seen debated) is BAB of foe bypassing +10 for past and BAB+20 for through. The only house rule I've curently implemented though is if you fail when attempting to tumble through an occupied square you get stoped, and any failure by 5 or more (on any tumble attempt)means you fall down 1/2 way through your move.

I am pretty sure you can try to tumble in any sort of armor, but you take armor check penalties. House ruling it may be good however.
 

bret said:


You are only allowed to tumble 20 ft in a round.

As I recall, Tumble does have alternate rules in Song & Silence. I forget what they were, but I would be surprised if they don't show up in the revised PHB or DMG coming out this summer.

I believe the varient rule provides for counter tumbling. In other words, rogues have a problem tumbling past higher level rogues. Not too relevant here.
 

Artoomis said:
It seems like one of the most pervasive arguments about why archer are powerful revolves around GMW. It also seems to me that if a party relies on GMW, that word will get around via the "bad guy network," and pretty soon when this adventuring group is out and about bad guys will be flinging Dispel Magic (or Greater Dispel) around quite a bit.
Do bad guys have a network? Probably not the chaotic ones. :D

Artoomis said:
In fact, in anything except a dungeon crawl, a famous group will tend to get known for its tactics, and, unless they can be flexible, they will soon find their cool tactics lead to their demise.
A min/maxed archer will still be powerful after being dispelled.

Artoomis said:
Also, of course, the great equalizer is the enemy archers who will target the archer. This should happen routinely. "Fireball" and the like are the best defense against this.
A smart archer would take cover from the NPC archers. Plus how many arcane casters want to fireball one target? But perhaps I miss your point.

Artoomis said:
In real ancient and medieval warfare, archers were feared for good reason. This is not well-represented in D&D for balance reasons. Still, as can be seen by this thread, they still can cause some concern.

Partial rant partial speech begins:

Artoomis, I do not mean to single you out. I just wish to address this opinion that seems to prevail on this thread. Sorry, if I look like I am flaming you.


Archers have had a long history of success:

The following are excerpts from this page
Archery Link
"The bow and arrow has been the personal weapon of choice throughout the ages, and evidence of its use goes back well beyond 5000 B.C. The bow stands uniquely by itself as an effective and highly efficient hunting weapon and has been used continuously throughout the ages by most cultures, both primitive and modern. Early military records concerning the use of the bow have been recorded from countries throughout Europe, the Middle East and the Far East and has figured prominently in the success of numerous military campaigns throughout history. Although in modern times, the role of the bow has been virtually replaced by the use of gunpowder, it still remains the favorite weapon of many sportsmen. In fact, the bow, in its most primitive form, has been used to hunt big game throughout the world, including the African elephant."

"References to the use of the bow as an important military weapon come from most of the early civilizations in Europe and Asia. ... the bow first gives rise to prominence as an effective military weapon in the 11th century during the Norman invasion of England in 1066."

There are instances where single archers can kill heros. For instance, when King Harold died as a result of being hit in the eye by an arrow.

But archers typically needed large numbers to have a devastating impact on a battle. And they would need to have either long range or greatly protected flanks or higher ground or terrain that is hard to cross. At one of the most successful battles for archers, The Battle of Agincourt, they had all four. They were at long range. Their flanks were protected by trees as well as Henry V's troops. And they were up a rain soaked farmers field.

You can confirm this info at this site. Battle of Agincourt

Historically archery had the biggest impact on the way wars were fought. (Not as much as guns had though.) As I said above there is a quote that says, The honor went out of war when you no longer had to see the expression on a man's face as you killed him.

Artoomis said:
It's kind of like saying that mounted warriors are unbalanced in D&D. In a way they are - I can easily set up a mounted dog scenario that is truly vicious with ride-by attack, etc. It's pretty hard to counter, given that there is no AoO and you get to keep zipping by giving as much as x4 damage routinely, x6 on a critical! .

So what? Such characters are rather specialized and it does them no good when their particular specialty cannot be used.

I agree specialists lay waste to their foes when they are in their favored environment. Isn’t that as it should be?

Full Round RANT begins (Yes, I am hasted!):

D&D is a fantasy role-playing game.

For me I do not see archers as heroic or believing in chivalry. I like the old Cavalier that disdained the use of range weapons. But that is just me.

In D&D there are no modifiers about archery in rain. Historically speaking, Medieval archers would refuse to use their bows in the rain as it would ruin their bowstrings.

Also above there has been alot of talk about sundering of bows. In real life, how hard is it to sunder a bowstring. Or how resistant to fire or acid is a bowstring.

The bottom line is that I too am ANNOYED BY ARCHERS! :P And I understand why if they were taken prisoner they had their fingers cut off. (Arquebusiers were killed.)

Archers can deal out massive damage. And an Archer with a prestige class or classes is very powerful. But can they deal out more damage than a Theif/Fighter/Barbarian/Ranger who can use two weapons while raging and sneak attacking?

Are Archers broken? IMO, no. But it is the responsibility of the DM to make sure that all the players are involved in the game. So if ConcreteBuddha has his ENJOYMENT of the GAME ruined by the Archers, then I blame an unimaginative DM.
 

I've been blaming either an unimaginative DM, or unimaginative melee fighters for ConcreteBuddha's complaints ever since this discussion started, but with the severely limited information he's giving, it's pretty much impossible to work out who's actually in the wrong - given that he just keeps chanting the mantra "but they kill everything in 2 rounds" without any elaboration, I'm guessing that it's him as he appears not to be thinking about combat in a tactical way at all.
 

Just for the record, while I don't deny that the archers at Agincourt had all the advantages you describe, the site you link to is not what I would call a rigorous critical historical source. So, while I don't disagree with your assertions, neither do I necessarily endorse everything that might be concluded by reading the site in question.
 

ConcreteBuddha said:

So your solution is that every melee character should be a psychic warrior with Stand Still and Combat reflexes? Then archers wouldn't be so powerful?

Sigh. No, that's not what I said. I was making two points:

1> If you get the melee person doing 70 points and the archer does 80, you should also take into account the extra damage the melee person can be doing on AoOs before concluding that the archer is overpowered. Depending on the situation, this can swing the balance back the other way.

2> Taken to the extreme, you can make a melee character that is DEFINED by its AoOs. The character I described was that sort of person; she'd do more damage each turn by strategically placing herself where AoOs were inevitable than she would through attacking directly. Stand Still was just the icing on the cake.
 

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