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I'm annoyed at archers.
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<blockquote data-quote="Grog" data-source="post: 513418" data-attributes="member: 6183"><p>Agreed, at least unless the meele character can come up with enough Strength to offset the stacking bow+arrow damage the archer gets. But the archer will still do more damage in most cases simply because the meele character has to close in the first round.</p><p></p><p></p><p></p><p>Power attack isn't that useful because it automatically applies to <em>all</em> your attacks. So while you get more damage out of your first attack or two, there's a good chance it'll make you miss your final attack, and you're probably going to end up losing more damage from that than you gain from the power attack.</p><p></p><p></p><p></p><p>Let's look at that list:</p><p></p><p>Threatens hexes - Sure, it's nice, but how useful is it really? Casting on the defensive is pretty easy for spellcasters to do. He can set up flanking for the party rogue to get sneak attacks, but that's really a benefit to the rogue, not the meele fighter.</p><p></p><p>Gets attacks of opportunity - Again, it's nice, but in most cases it's not going to compare to the fact that the archer can usually make full attack actions from the beginning of the combat. Plus the meele fighter has to <em>take</em> attacks of opportunity sometimes, while the archer usually doesn't.</p><p></p><p>Can sunder/trip/etc - True, meele fighters have more options they can use than archers, who are pretty much stuck with straight damage. But in order to use those options, meele fighters (obviously) have to be close to the monsters, which puts them within range of lots of monster special abilities. And monsters usually have <em>much</em> nastier special abilities than meele fighters (improved grab + swallow, energy drain, etc.) Archers usually don't have to deal with those because they're out of range. Advantage: archer.</p><p></p><p>Can cleave - Cleave will sometimes give you an extra attack, but archers get an extra attack every round with rapid shot. Again, advantage: archer.</p><p></p><p>Can subdue - Seriously, how often is this going to come into play? If you're thinking about subduing an enemy, the odds are pretty good that the fight isn't much of a danger anyway.</p><p></p><p>Doesn't really look that balanced to me. The archer has most of the advantages <em>and</em> does more damage to boot. My fix for this was to change GMW so it doesn't work on arrows, which goes a long way towards fixing the problem of bow and arrow bonuses stacking. Sure, the PCs can still use magic arrows, but those are a limited resource the DM can control.</p></blockquote><p></p>
[QUOTE="Grog, post: 513418, member: 6183"] Agreed, at least unless the meele character can come up with enough Strength to offset the stacking bow+arrow damage the archer gets. But the archer will still do more damage in most cases simply because the meele character has to close in the first round. Power attack isn't that useful because it automatically applies to [i]all[/i] your attacks. So while you get more damage out of your first attack or two, there's a good chance it'll make you miss your final attack, and you're probably going to end up losing more damage from that than you gain from the power attack. Let's look at that list: Threatens hexes - Sure, it's nice, but how useful is it really? Casting on the defensive is pretty easy for spellcasters to do. He can set up flanking for the party rogue to get sneak attacks, but that's really a benefit to the rogue, not the meele fighter. Gets attacks of opportunity - Again, it's nice, but in most cases it's not going to compare to the fact that the archer can usually make full attack actions from the beginning of the combat. Plus the meele fighter has to [i]take[/i] attacks of opportunity sometimes, while the archer usually doesn't. Can sunder/trip/etc - True, meele fighters have more options they can use than archers, who are pretty much stuck with straight damage. But in order to use those options, meele fighters (obviously) have to be close to the monsters, which puts them within range of lots of monster special abilities. And monsters usually have [i]much[/i] nastier special abilities than meele fighters (improved grab + swallow, energy drain, etc.) Archers usually don't have to deal with those because they're out of range. Advantage: archer. Can cleave - Cleave will sometimes give you an extra attack, but archers get an extra attack every round with rapid shot. Again, advantage: archer. Can subdue - Seriously, how often is this going to come into play? If you're thinking about subduing an enemy, the odds are pretty good that the fight isn't much of a danger anyway. Doesn't really look that balanced to me. The archer has most of the advantages [i]and[/i] does more damage to boot. My fix for this was to change GMW so it doesn't work on arrows, which goes a long way towards fixing the problem of bow and arrow bonuses stacking. Sure, the PCs can still use magic arrows, but those are a limited resource the DM can control. [/QUOTE]
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