Elder-Basilisk said:
However, archers have a number of feats available to them that are too good. Manyshot is one of those feats. By allowing archers to take essentially full attacks with partial actions, they make haste three or four times as good for archers as for melee characters.
[...]
It should be noted that (at least according to the story hour) the character in Wizardru's game who blew the dragon encounter out of the water used Manyshot to do it. . . .
True, true...but I don't think Kayleigh (the archer in question) was out of balance for doing it. If anything, I think it shows that Haste is a little too good, perhaps. In that particular case, the abyssal dragon was insane, or he would have shut Kayleigh down a round earlier...the round prior to when she delivered the damage. As it was, she did 164 points over 7 attacks while hasted, using the full feat chain for archers, (including being an AA) many shot and scored a
series of critical hits with a bow using elementally charged arrows. Strong, yes, but for a 17th level character, not insane, especially since this particular dragon had very little spell power, and no elemental resistances.
Once the force cage went up, she was effectively out of the combat, just like the party mage, who was in a Maze. In point of fact, it was a fifty-fifty roll for the maze spell, and Scorch "won". In the previous session, the paladin did almost an equal amount of damage in melee, but over three attacks with crits, not seven. AND he was operating in a demiplane that was strongly chaotically-aligned, with the incumbent penalties therein.
That said, I don't like creating too many convoluted situations purely to stymie one or a set of players. This is why one combat will be with non-corporeal creatures, this one with undead and that one with powerful evil outsiders. I don't want to penalize my players, I want to reward them. And I definitely don't want to set up situations where it's obvious they were constructed purely for the purpose of meta-gaming balance. I'd like to think that I've been accomplishing that. I do know that when I focus on any more campaigns, a lot of limiting factors that I didn't use this time out will be present next time (such as the use of point-buy, which I've seen have a dramatic effect in the other game, for example). I know it's hard to tell from our current story hour situation, but there was a time when my players feared of ever getting a +2 weapon, or even an enchanted weapon for each party member...let alone enchanted armor.
