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<blockquote data-quote="Lord Pendragon" data-source="post: 130133" data-attributes="member: 707"><p>You may be right on this one. To be honest, though, I've never equated the 10th-level slot of a PrC with the "best" of its abilities. Some PrCs get their strongest abilities at that level, (I think the Alienist's <em>Transcendence</em> for instance, is very potent,) but some PrCs don't have much going for them, (the Assassin gets another sneak attack die and +1 vs. traps--at that level, nothing to write home about.) While it's nice to have the best ability at the highest level so there's a reason to finish out the class, that's not always the case. Perhaps the class's abilities should have been re-arranged so that it received the x5 crit multiplier at 10th-level, and the <em>True Strike</em> ability elsewhere along the way, but the end result is still a class with both <em>True Strike</em> 1/day and a x5 crit ability on his bow. I'm saying that's rather strong.</p><p></p><p></p><p></p><p>It's true that you shouldn't rely on crits to pull your fat out of the fire when fighting the Big Bad. But even from a number-cruncher point-of-view, the higher crit bonus translates into a higher average damage. There are only so many ways to improve an archer's damage, and nothing in the core rules can give an archer that x5 <em>except</em> the Deepwood Sniper class. Add average wealth on top of that, and the Sniper has more ways to punish with a bow than most other classes. He'll have less wealth than the Arcane Archer, because he has to pay to get his arrows enchanted while the Archer doesn't, but in raw damage, AFAIK he'll still come out ahead.</p><p></p><p></p><p></p><p>Really? Is this in the new version of the FAQ? <em>*sigh*</em> I really wish they'd color-code the thing or something, so that new additions are easy to pick out of the previously published stuff. I haven't had the time or the inclination to read through the whole thing again. That's a depressing ruling, actually. We play it the other way.</p><p></p><p></p><p></p><p>Sorry, my comment was more aimed at <em>my</em> previous statement, rather than yours. In that I shouldn't have brought up the potential of multiclassing with Arcane Archer, because that's not really relevent to a discussion of the strength of the Deepwood Sniper. I always forget that it's hard to be wry online. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":p" title="Stick out tongue :p" data-smilie="7"data-shortname=":p" /> I think proactive DMing is generally the best way to handle things. It's easier to empower the PCs later on than it is to take away their toys once they've started to play with them. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Lord Pendragon, post: 130133, member: 707"] You may be right on this one. To be honest, though, I've never equated the 10th-level slot of a PrC with the "best" of its abilities. Some PrCs get their strongest abilities at that level, (I think the Alienist's [i]Transcendence[/i] for instance, is very potent,) but some PrCs don't have much going for them, (the Assassin gets another sneak attack die and +1 vs. traps--at that level, nothing to write home about.) While it's nice to have the best ability at the highest level so there's a reason to finish out the class, that's not always the case. Perhaps the class's abilities should have been re-arranged so that it received the x5 crit multiplier at 10th-level, and the [i]True Strike[/i] ability elsewhere along the way, but the end result is still a class with both [i]True Strike[/i] 1/day and a x5 crit ability on his bow. I'm saying that's rather strong. It's true that you shouldn't rely on crits to pull your fat out of the fire when fighting the Big Bad. But even from a number-cruncher point-of-view, the higher crit bonus translates into a higher average damage. There are only so many ways to improve an archer's damage, and nothing in the core rules can give an archer that x5 [i]except[/i] the Deepwood Sniper class. Add average wealth on top of that, and the Sniper has more ways to punish with a bow than most other classes. He'll have less wealth than the Arcane Archer, because he has to pay to get his arrows enchanted while the Archer doesn't, but in raw damage, AFAIK he'll still come out ahead. Really? Is this in the new version of the FAQ? [i]*sigh*[/i] I really wish they'd color-code the thing or something, so that new additions are easy to pick out of the previously published stuff. I haven't had the time or the inclination to read through the whole thing again. That's a depressing ruling, actually. We play it the other way. Sorry, my comment was more aimed at [i]my[/i] previous statement, rather than yours. In that I shouldn't have brought up the potential of multiclassing with Arcane Archer, because that's not really relevent to a discussion of the strength of the Deepwood Sniper. I always forget that it's hard to be wry online. :p I think proactive DMing is generally the best way to handle things. It's easier to empower the PCs later on than it is to take away their toys once they've started to play with them. :) [/QUOTE]
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