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General Tabletop Discussion
*Pathfinder & Starfinder
Many Shot and Rapid Shot.
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<blockquote data-quote="Kaffis" data-source="post: 2076245" data-attributes="member: 10305"><p>Egres posted an excellent summary of the options available to such a character.</p><p></p><p>Basically, Manyshot is the inferior option provided you don't have special circumstances which limit you to a standard action. Rapid shot actually gains you an extra arrow (and one that's likely to hit, to boot) with a flat penalty. Manyshot doesn't increase the number of arrows fired, it just compresses the time it takes to fire them.</p><p></p><p>There are some cases where manyshot really shines, though. Surprise rounds, scouts (skirmish requires more than a 5-foot move, thus limiting to standard actions to gain the skirmish dice and AC), shot-on-the-run (use to duck in and out of cover while shooting!), and while retreating from or advancing to melee are generally where manyshot displays its strengths.</p><p></p><p>One more note on manyshot: 3.5 manyshot is a -2 penalty per arrow, not a flat -4 penalty as the 3.0 Epic was errata'd to.</p><p></p><p>It's still a scout's best friend, and more than handy for a mobile archer. You just have to make sure you've got the BAB to still hit what you shoot at. Now if only I could find a way to trick my DM into letting me spread my manyshot among multiple targets...</p><p></p><p>And I'll close with a random gripe about rapid shot: rapid shot is essentially TWF for archers. Why isn't there a mechanic to allow rapid shotters to get additional cascading attacks at high BAB's, akin to Improved and Greater TWF? It's always seemed a glaring omission to me. TWF styles grant extra attacks as a trade-off for using poor(er) damage weapons instead of excellent two-handed damage. Archery is similarly limited in damage, but it's equivalent compensation feat doesn't have any follow through. Damage potential of 20th greatsword fighter against low AC opponents: 4*(1d12+2*STR), or 4d12+8*STR. Damage potential of 20th GTWF fighter against low AC opponents: 4*(1d8+STR)+3*(1d6+STR), or 4d8+3d6+7*STR. Not bad comparison there (and I'm ignoring extra feat stuff like bastard sword primary, etc for simplicity). Damage potential of an archer fighter against low AC opponents: 5d8 from range. Huh? Ok, throw 'em a bone and work to keep two stats high, and you can toss some mightiness in there for 5d8+5*STR. That's still quite the hefty penalty to take in exchange for range, particularly when you consider you can't power attack. TWF trades three feats for better minimum damage (thanks to more, smaller dice) with a ballpark comparable average damage to the feat-less two-handed approach. Archery dumps 2 feats (impractically -- I don't know anybody who relies on archery and doesn't take precise shot) into being horribly less scaleable. Range itself is a mixed blessing -- as I've noted, you sacrifice things like power attack, combat expertise, flanking, and open yourself to things like friendly fire into melee AoO's if something does close on you -- to gain some pretty narrowly applied intangibles like an offense against flying creatures/mages.</p><p></p><p>Or is there something I've missed? Sorry after the fact for the hijack, but the original musing on manyshot/rapid shot was thoroughly answered, so I figure shifting gears isn't too out of place.</p></blockquote><p></p>
[QUOTE="Kaffis, post: 2076245, member: 10305"] Egres posted an excellent summary of the options available to such a character. Basically, Manyshot is the inferior option provided you don't have special circumstances which limit you to a standard action. Rapid shot actually gains you an extra arrow (and one that's likely to hit, to boot) with a flat penalty. Manyshot doesn't increase the number of arrows fired, it just compresses the time it takes to fire them. There are some cases where manyshot really shines, though. Surprise rounds, scouts (skirmish requires more than a 5-foot move, thus limiting to standard actions to gain the skirmish dice and AC), shot-on-the-run (use to duck in and out of cover while shooting!), and while retreating from or advancing to melee are generally where manyshot displays its strengths. One more note on manyshot: 3.5 manyshot is a -2 penalty per arrow, not a flat -4 penalty as the 3.0 Epic was errata'd to. It's still a scout's best friend, and more than handy for a mobile archer. You just have to make sure you've got the BAB to still hit what you shoot at. Now if only I could find a way to trick my DM into letting me spread my manyshot among multiple targets... And I'll close with a random gripe about rapid shot: rapid shot is essentially TWF for archers. Why isn't there a mechanic to allow rapid shotters to get additional cascading attacks at high BAB's, akin to Improved and Greater TWF? It's always seemed a glaring omission to me. TWF styles grant extra attacks as a trade-off for using poor(er) damage weapons instead of excellent two-handed damage. Archery is similarly limited in damage, but it's equivalent compensation feat doesn't have any follow through. Damage potential of 20th greatsword fighter against low AC opponents: 4*(1d12+2*STR), or 4d12+8*STR. Damage potential of 20th GTWF fighter against low AC opponents: 4*(1d8+STR)+3*(1d6+STR), or 4d8+3d6+7*STR. Not bad comparison there (and I'm ignoring extra feat stuff like bastard sword primary, etc for simplicity). Damage potential of an archer fighter against low AC opponents: 5d8 from range. Huh? Ok, throw 'em a bone and work to keep two stats high, and you can toss some mightiness in there for 5d8+5*STR. That's still quite the hefty penalty to take in exchange for range, particularly when you consider you can't power attack. TWF trades three feats for better minimum damage (thanks to more, smaller dice) with a ballpark comparable average damage to the feat-less two-handed approach. Archery dumps 2 feats (impractically -- I don't know anybody who relies on archery and doesn't take precise shot) into being horribly less scaleable. Range itself is a mixed blessing -- as I've noted, you sacrifice things like power attack, combat expertise, flanking, and open yourself to things like friendly fire into melee AoO's if something does close on you -- to gain some pretty narrowly applied intangibles like an offense against flying creatures/mages. Or is there something I've missed? Sorry after the fact for the hijack, but the original musing on manyshot/rapid shot was thoroughly answered, so I figure shifting gears isn't too out of place. [/QUOTE]
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