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<blockquote data-quote="Technik4" data-source="post: 951944" data-attributes="member: 7211"><p>Sorry, this is a long thread but I understand that people here respect Wulf (hell, I do too) and I think this comment is pretty out-of-whack.</p><p></p><p>Deflect Arrows (3.0) required Dex and another feat</p><p>Reflex Save DC 20 (oh, and that went up if it was a magic arrow) to dodge 1 arrow a round. </p><p></p><p>Dodge (3.0) required Dex</p><p>+1 AC to an opponent of your choice.</p><p></p><p>I dont think anyone even thought Deflect Arrows was a <em>feat</em>! I mean hell, I remember using it with my 6th level monk and thinking (if I can just roll a 13 or better I may be able to dodge 1 arrow...). This was a weak class ability that was also written as a feat, albeit one that no-one in their right mind would take. When OA came out and people could exchange Stunning Fist, Deflect Arrows, and Improved Trip for other martial arts feats, everyone I know <em>did</em>.</p><p></p><p>Dodge did not have a reflex save DC 20 chance to Dodge one blow a round. The closest thing to that was Defensive Roll, a 10th level Rogue special ability, and that only worked on a potentially lethal blow.</p><p></p><p>Now I can understand why you might want Dodge to actually dodge one blow if Dodge had done that in 3.0e, or perhaps if Deflect Arrows had provided a +1 AC vs ranged attacks, but since neither of that is the case, I feel like I'm in bizzaro world.</p><p></p><p>As was pointed out, there are other things in the game that break the versimilitude of the game like ancient 20th level lich wizards (or hell, ancient wyrms) who cant scare a brigade of 1st level paladins. Deflect Arrows (3.5) is hardly a must-have feat for anyone but a monk. There are other arrow-stoppers in the game already, like Prot from Arrows, Wind Wall, etc. This is just one more, that a melee character can use. </p><p></p><p>Re Ranged vs Melee:</p><p></p><p>I believe Melee should be more powerful, intrinsically. Not because I think Melee should be the meat and potatoes of any d&d group, but because there is a hidden *cost* to being an effective Melee Combatant. Getting to your foe. While Im running up, the archer is taking full-round rapid shots. By the time I get there (lets assume Im hasted, so I take only 1 round to get there) Im already a full-round behind. Plus, the other guy drops his bow, whips out a sword and takes a full attack on me. Damn right I should do more damage than someone at range. </p><p></p><p>The above is not to say that ranged attacks should be useless, far from it. Merely balanced with regards to melee, balanced implying not as damaging or accurate, but still quite useful since you are, after all, a distance from the actual fight.</p><p></p><p>Technik</p></blockquote><p></p>
[QUOTE="Technik4, post: 951944, member: 7211"] Sorry, this is a long thread but I understand that people here respect Wulf (hell, I do too) and I think this comment is pretty out-of-whack. Deflect Arrows (3.0) required Dex and another feat Reflex Save DC 20 (oh, and that went up if it was a magic arrow) to dodge 1 arrow a round. Dodge (3.0) required Dex +1 AC to an opponent of your choice. I dont think anyone even thought Deflect Arrows was a [i]feat[/i]! I mean hell, I remember using it with my 6th level monk and thinking (if I can just roll a 13 or better I may be able to dodge 1 arrow...). This was a weak class ability that was also written as a feat, albeit one that no-one in their right mind would take. When OA came out and people could exchange Stunning Fist, Deflect Arrows, and Improved Trip for other martial arts feats, everyone I know [i]did[/i]. Dodge did not have a reflex save DC 20 chance to Dodge one blow a round. The closest thing to that was Defensive Roll, a 10th level Rogue special ability, and that only worked on a potentially lethal blow. Now I can understand why you might want Dodge to actually dodge one blow if Dodge had done that in 3.0e, or perhaps if Deflect Arrows had provided a +1 AC vs ranged attacks, but since neither of that is the case, I feel like I'm in bizzaro world. As was pointed out, there are other things in the game that break the versimilitude of the game like ancient 20th level lich wizards (or hell, ancient wyrms) who cant scare a brigade of 1st level paladins. Deflect Arrows (3.5) is hardly a must-have feat for anyone but a monk. There are other arrow-stoppers in the game already, like Prot from Arrows, Wind Wall, etc. This is just one more, that a melee character can use. Re Ranged vs Melee: I believe Melee should be more powerful, intrinsically. Not because I think Melee should be the meat and potatoes of any d&d group, but because there is a hidden *cost* to being an effective Melee Combatant. Getting to your foe. While Im running up, the archer is taking full-round rapid shots. By the time I get there (lets assume Im hasted, so I take only 1 round to get there) Im already a full-round behind. Plus, the other guy drops his bow, whips out a sword and takes a full attack on me. Damn right I should do more damage than someone at range. The above is not to say that ranged attacks should be useless, far from it. Merely balanced with regards to melee, balanced implying not as damaging or accurate, but still quite useful since you are, after all, a distance from the actual fight. Technik [/QUOTE]
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