GoodKingJayIII
First Post
hong said:The other way opens up interesting tactical options too.
Never said it didn't.
hong said:The other way opens up interesting tactical options too.
Warbringer said:And as the players crunch the umbers I wondering if this wee mechanic has the potential to bring gameplay to the speed of molasses in mid winter in Alaska
Imban said:Focus Fire: It's not just for StarCraft players.
Except that with the elimination of iterative attacks, I think that will come up a lot less often. Making the fighter need to move in round 2 doesn't prevent him from attaining his normal damage potential, unless his next target is too far away for him to reach with one move action.Mal Malenkirk said:People often (usually) waste actions by focusing fire due to wasted damage and overkill.
Easy example ; the fighter does an average of 45 HP/round against AC 25, the archer and average of 30/hp round.
They have a thug (AC 25) in front of them with 80 HP and an Archer in the back with 50 (Lower AC). What's the best course of action?
If they both focus on the thug, they don't kill him in one round. But the fighter would have killed the thug in two rounds with or without the Archer's help. Therefore the Archer has completely wasted one round worth of attack and the fight will take at least three round since the fighter can't make a full attack against the archer next round. It's only optimal if you can be sure that combined fire from the two character will kill the goon. Whenever it doesn't the archer was useless for the entire round.
Optimum course of action was having the fighter hit the thug while the archer PC shoots the archer opponent. They both get to make two full attack in two round and the fight is won in the shortest possible amount of time. The fact that the archer opponent has lower AC means the archer PC will make even more than the 30hp/round average and will probably be able to shoot an arrow or two at the thug just to be safe in round two.
These kind of scenario are common specifically because this isn't Starcraft (Not real time).
Mal Malenkirk said:These kind of scenario are common specifically because this isn't Starcraft (Not real time).
FitzTheRuke said:To put it in military history terms, the Ranger would be a circle-around-behind 'em Skirmisher, not a stand-in-a-line-of-more-of-us Archer.
And in all the games I've played so far, the ranger is perhaps TOO good at killing the back row-squishies, not the other way around.
I don't quite understand the OP's idea that the tactics are somehow different than either older D&D games, OR reality. Could you elaborate?
VannATLC said:Scouts got Skirmish with ranged and melee.. and the scout was decidedly better off as ranged.
A ranger is *not* an archer.
Legolas was not an archer. He was somebody that used a bow, sure.. but an Archer is an artillery unit. And no 4e role, except the Controller-as-damage (Wizard, currently) can claim to be artillery.
Imban said:I would take less issue with it if it was not so that the Ranger is the only class capable of effectively using a bow at all in this new edition..
FitzTheRuke said:Not meaning to be a jerk, and I tire of the "we haven't seen it all" line myself, but seriously... where did you read that the ranger's the only guy to use a bow?
And if you want to argue "effectively" because the ranger is the MOST effective archer, try to remember that not being the best does not inherently make you bad at something.
Fitz
Luckily, this isn't the case here. The ranger is not "locked in" to fire at the frontline warrior nor the backrow mage - both choices may be worthwhile pursuits, rather than one option always being the clearly best choice. That's what makes the design tactically more interesting.Imban said:I may be overreacting, and in actual play the target mark does not pan out as making it only worthwhile to attack your marked target in most cases. However, I would insist that ranged attackers firing past the front line to attack the back-row squishies is consistent with earlier versions of D&D, and with wargame tactics in general, whereas ranged attackers "locking up" with the nearest tank, even if it's technically from 15 feet away, and firing at her and only her round after round is consistent only with aggro-bound monsters in video games.