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I'm annoyed at archers.
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<blockquote data-quote="Pax" data-source="post: 506532" data-attributes="member: 6875"><p>Not in the slightest.</p><p></p><p></p><p></p><p>Presupposing the TWF character uses light weapons (shortswords, say), and presupposing the archer utilises Rapid Shot ... the attacks will be p[enalised (above and beyond iterative issues) -2 for BOTH characters.</p><p></p><p>And for the additional feats spent on TWF-twinking, the TWF character can eventually have as many as 8 attacks (without magic) during a full attack ... </p><p></p><p>Is the parity perfect? No. But, neither is it so grossly out of balance as many here would have us believe.</p><p></p><p></p><p></p><p></p><p>Again, that presumes the foes are not sentient beings ... say, <strong>NPC's with levels</strong> ...! An Orc Fighter(4) is, what, CR4? A couple dozen of them would be, what, EL 8 or EL 10 (or close to it) ... ?</p><p></p><p></p><p></p><p>Then I daresay you have a similar failing to that of the DM of my own first 3E experience: utter lack of terrain effects. 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 ...).</p><p></p><p></p><p></p><p>It is <strong>always</strong> tacticallyuseful toe liminate a source of damage. The greater the damage a source is producing, the greater the usefulness of eliminating it. If archers are, as you allege, the <strong>best</strong> dealers-of-damage, then ignoring the melee characetrs to close with the ranged fighters is <strong>the</strong> tactic to pursue. Period.</p><p></p><p></p><p></p><p>Funny; I did state the Fighter(10)/Duellist(10) is entirely off-the-shelf, with nothing custom to speak of. Frankly the only thing I even need from outside the PHB or DMG, is the Duellist PrC itself (and it's one of the more innocuous PrC's from the splatbooks, really). Yet it demonstrates that, <strong>done well</strong>, a melee character can run circles around enemies, too.</p><p></p><p>Heck, for the Duellist, the AC jumps by 8 (vs AoO's) when doing precisely that --- running around the enemy (in their threatened zone).</p><p></p><p></p><p></p><p>I daresay, your tactics, terrain, circumstances-of-encounter, and choice of opposition probably FAVOR the use of ranged weapons. Heavily, I suspect. </p><p></p><p></p><p></p><p></p><p><strong>One</strong> feat lowers Cover-gained AC bonusses (Sharpshooter, from S&F), and not by a large amount. 9/10's cover (an Orc crossbowman behind an arrow slit) is harsh. Add in a nice screen of ivy across the wall the 'slit is set in, and you can even get concealment TOO ... without the orc suffering much. Now, it's in the party's best interests to run AROUND that wall (through the doorway, around the end of the ruined wall, whatever the specific encounter circumstances dictate), and close to melee range.</p><p></p><p>Most of the monsters are melee, perhaps -- if you assume they show up in frequencies proportional to each otehr, IOW, that a goblin is no more common than a dragon.</p><p></p><p>Goblins, by the way, should not only be more plentiful ... but they advance BY CLASS. Think about it.</p></blockquote><p></p>
[QUOTE="Pax, post: 506532, member: 6875"] Not in the slightest. Presupposing the TWF character uses light weapons (shortswords, say), and presupposing the archer utilises Rapid Shot ... the attacks will be p[enalised (above and beyond iterative issues) -2 for BOTH characters. And for the additional feats spent on TWF-twinking, the TWF character can eventually have as many as 8 attacks (without magic) during a full attack ... Is the parity perfect? No. But, neither is it so grossly out of balance as many here would have us believe. [b][/b] Again, that presumes the foes are not sentient beings ... say, [b]NPC's with levels[/b] ...! An Orc Fighter(4) is, what, CR4? A couple dozen of them would be, what, EL 8 or EL 10 (or close to it) ... ? Then I daresay you have a similar failing to that of the DM of my own first 3E experience: utter lack of terrain effects. 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 ...). It is [b]always[/b] tacticallyuseful toe liminate a source of damage. The greater the damage a source is producing, the greater the usefulness of eliminating it. If archers are, as you allege, the [b]best[/b] dealers-of-damage, then ignoring the melee characetrs to close with the ranged fighters is [b]the[/b] tactic to pursue. Period. Funny; I did state the Fighter(10)/Duellist(10) is entirely off-the-shelf, with nothing custom to speak of. Frankly the only thing I even need from outside the PHB or DMG, is the Duellist PrC itself (and it's one of the more innocuous PrC's from the splatbooks, really). Yet it demonstrates that, [b]done well[/b], a melee character can run circles around enemies, too. Heck, for the Duellist, the AC jumps by 8 (vs AoO's) when doing precisely that --- running around the enemy (in their threatened zone). I daresay, your tactics, terrain, circumstances-of-encounter, and choice of opposition probably FAVOR the use of ranged weapons. Heavily, I suspect. [b][/B] [b]One[/b] feat lowers Cover-gained AC bonusses (Sharpshooter, from S&F), and not by a large amount. 9/10's cover (an Orc crossbowman behind an arrow slit) is harsh. Add in a nice screen of ivy across the wall the 'slit is set in, and you can even get concealment TOO ... without the orc suffering much. Now, it's in the party's best interests to run AROUND that wall (through the doorway, around the end of the ruined wall, whatever the specific encounter circumstances dictate), and close to melee range. Most of the monsters are melee, perhaps -- if you assume they show up in frequencies proportional to each otehr, IOW, that a goblin is no more common than a dragon. Goblins, by the way, should not only be more plentiful ... but they advance BY CLASS. Think about it. [/QUOTE]
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