two
First Post
Yo
Hey thanks for running the numbers!
A number of things to consider: bracers of archery, minor and major, give to hit and damage bonuses that are, generally, unavailable to melee folks.
Plus, the big point:
Archers in my experience get far more than one extra shot over their melee counterparts.
Meaning, for every "full attack" that a melee guy gets, typically an archer gets 2 (on average). I think this is actually conservative.
"Normal" Battle, for party prepared for something. (given your sample PCs).
Round1 -- See bad guys at 50'. Archer does full attack. Fighters charge.
Archer: 3 attacks. Fighter: 1 attack.
Round2 -- Melee types engage, full attack. Archer full attack. Archer gets 3 attacks, melee guy 2.
Round3 -- Fighter killed whatever it was it was facing the previous round, moves/charges to get to next guy (typically they are not neatly lined up). Melee attacks once, archer 3 times.
Total so far: Archer 9 attacks, Melee guy 4.
Etc.
Plus, it often happens with melee guys that there is a lot of wasted overflow damage done, while an archer can simply target another bad guy (if the 1st arrow kills something). A fighter doing a full attack that kills it on swing1, well, he's done unless something else is within 5'.
All these niggly little things add up, in my experience, in a big way: more full attacks, auto-targeting, ranged safety, etc. When you throw haste into the mix, archers are helped disproportionatly (they take more full attack actions), etc. etc.
This is my playing experience; in a narrow twisty no-line-of-sight dungeon archers are very suboptimal. But, we don't come across that situation as much as other situations -- by far.
Just my impressions --
What do you think the full attack ratio is, ranged vs. melee?
2 for 1? 1 for 1? 2.5 for 1? 3 for 1?
Hey thanks for running the numbers!
A number of things to consider: bracers of archery, minor and major, give to hit and damage bonuses that are, generally, unavailable to melee folks.
Plus, the big point:
Archers in my experience get far more than one extra shot over their melee counterparts.
Meaning, for every "full attack" that a melee guy gets, typically an archer gets 2 (on average). I think this is actually conservative.
"Normal" Battle, for party prepared for something. (given your sample PCs).
Round1 -- See bad guys at 50'. Archer does full attack. Fighters charge.
Archer: 3 attacks. Fighter: 1 attack.
Round2 -- Melee types engage, full attack. Archer full attack. Archer gets 3 attacks, melee guy 2.
Round3 -- Fighter killed whatever it was it was facing the previous round, moves/charges to get to next guy (typically they are not neatly lined up). Melee attacks once, archer 3 times.
Total so far: Archer 9 attacks, Melee guy 4.
Etc.
Plus, it often happens with melee guys that there is a lot of wasted overflow damage done, while an archer can simply target another bad guy (if the 1st arrow kills something). A fighter doing a full attack that kills it on swing1, well, he's done unless something else is within 5'.
All these niggly little things add up, in my experience, in a big way: more full attacks, auto-targeting, ranged safety, etc. When you throw haste into the mix, archers are helped disproportionatly (they take more full attack actions), etc. etc.
This is my playing experience; in a narrow twisty no-line-of-sight dungeon archers are very suboptimal. But, we don't come across that situation as much as other situations -- by far.
Just my impressions --
What do you think the full attack ratio is, ranged vs. melee?
2 for 1? 1 for 1? 2.5 for 1? 3 for 1?