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<blockquote data-quote="Jesster" data-source="post: 952982" data-attributes="member: 12415"><p>Simple. Greater risk should garner greater reward. By charging into the middle of any battle, melee fighters generally take a lot more hits, soak a lot more spell effects, and basically put themselves at greater risk than archers who stand back in relative safety and plunk off several arrows every round. As a melee fighter, I don't mind soaking some damage in order to ensure that the more fragile members of my party don't drop dead in one round. However, when it's time for me to attack, and I consistently due significantly less damage than the Arcane Archer who's standing back next to the party wizard and hasn't taken a point of damage yet, I start to get a little annoyed.</p><p></p><p></p><p></p><p>I disagree. Its exactly the various feats and class abilities available to the different types of fighters that can throw off the balance between them. Rapid Shot is currently, an all-around better feat than Two-Weapon-Fighting. The various abilities given by Archer-oriented prestige classes just make matters worse. In order to fix the imbalance, you can either nerf the archer abilities, or give melee fighters added benefits such as the changes to Power Attack and Deflect Arrows.</p><p></p><p></p><p></p><p>The idea that the game mechanics should never contain absolutes is, in itself, an absolute. I agree, that game mechanics should usually be scalable, but there is no harm in the occasional absolute rule that only applies in specific circumstances.</p><p></p><p>I don't recall anyone complaining about Uncanny Dodge, the first level of which is not at all scalable. A 20th level Rogue who is hidden, invisible, or otherwise undetected normally get's an additional 10d6 sneak attack damage against anyone he attacks. However, pit him against a 2nd level Barbarian, and all that extra damage get's tossed out the window.</p><p></p><p>Anyone who has a problem with the absolute nature of DA should also have a problem with:</p><p></p><p>Uncanny Dodge (dex bonus to AC)</p><p>Magic Missile</p><p>Shield spell / Brooch of shielding (negation of Magic Missiles)</p><p>Elves immunity to Sleep</p><p>Elves immunity to Ghoul paralysis</p><p>Paladin's immunity to Fear</p><p>Paladin's immunity to Disease</p><p>Holy Liberator's immunity to enchantments</p><p>A whole host of monster immunities too numerous to itemize.</p><p></p><p>I'm sure there are other examples. These are just what I came up with off the top of my head. None of these diminish the game in any way as far as I'm concerned.</p><p></p><p>-=The Jesster: Gatchaba Goose=-</p></blockquote><p></p>
[QUOTE="Jesster, post: 952982, member: 12415"] Simple. Greater risk should garner greater reward. By charging into the middle of any battle, melee fighters generally take a lot more hits, soak a lot more spell effects, and basically put themselves at greater risk than archers who stand back in relative safety and plunk off several arrows every round. As a melee fighter, I don't mind soaking some damage in order to ensure that the more fragile members of my party don't drop dead in one round. However, when it's time for me to attack, and I consistently due significantly less damage than the Arcane Archer who's standing back next to the party wizard and hasn't taken a point of damage yet, I start to get a little annoyed. I disagree. Its exactly the various feats and class abilities available to the different types of fighters that can throw off the balance between them. Rapid Shot is currently, an all-around better feat than Two-Weapon-Fighting. The various abilities given by Archer-oriented prestige classes just make matters worse. In order to fix the imbalance, you can either nerf the archer abilities, or give melee fighters added benefits such as the changes to Power Attack and Deflect Arrows. The idea that the game mechanics should never contain absolutes is, in itself, an absolute. I agree, that game mechanics should usually be scalable, but there is no harm in the occasional absolute rule that only applies in specific circumstances. I don't recall anyone complaining about Uncanny Dodge, the first level of which is not at all scalable. A 20th level Rogue who is hidden, invisible, or otherwise undetected normally get's an additional 10d6 sneak attack damage against anyone he attacks. However, pit him against a 2nd level Barbarian, and all that extra damage get's tossed out the window. Anyone who has a problem with the absolute nature of DA should also have a problem with: Uncanny Dodge (dex bonus to AC) Magic Missile Shield spell / Brooch of shielding (negation of Magic Missiles) Elves immunity to Sleep Elves immunity to Ghoul paralysis Paladin's immunity to Fear Paladin's immunity to Disease Holy Liberator's immunity to enchantments A whole host of monster immunities too numerous to itemize. I'm sure there are other examples. These are just what I came up with off the top of my head. None of these diminish the game in any way as far as I'm concerned. -=The Jesster: Gatchaba Goose=- [/QUOTE]
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