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Improved Rapid Shot feat
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<blockquote data-quote="two" data-source="post: 1338003" data-attributes="member: 9002"><p><strong>Yo</strong></p><p></p><p>Hey thanks for running the numbers!</p><p></p><p>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.</p><p></p><p>Plus, the big point:</p><p></p><p>Archers in my experience get far more than one extra shot over their melee counterparts. </p><p></p><p>Meaning, for every "full attack" that a melee guy gets, typically an archer gets 2 (on average). I think this is actually conservative. </p><p></p><p>"Normal" Battle, for party prepared for something. (given your sample PCs).</p><p></p><p>Round1 -- See bad guys at 50'. Archer does full attack. Fighters charge. </p><p></p><p>Archer: 3 attacks. Fighter: 1 attack.</p><p></p><p></p><p>Round2 -- Melee types engage, full attack. Archer full attack. Archer gets 3 attacks, melee guy 2.</p><p></p><p></p><p>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.</p><p></p><p>Total so far: Archer 9 attacks, Melee guy 4.</p><p></p><p>Etc.</p><p></p><p>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'.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>Just my impressions -- </p><p></p><p>What do you think the full attack ratio is, ranged vs. melee?</p><p></p><p>2 for 1? 1 for 1? 2.5 for 1? 3 for 1?</p></blockquote><p></p>
[QUOTE="two, post: 1338003, member: 9002"] [b]Yo[/b] 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? [/QUOTE]
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