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To build a Living Greyhawk elven archer
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<blockquote data-quote="Elder-Basilisk" data-source="post: 2301851" data-attributes="member: 3146"><p>Not being from Geoff (I'm in the Theocracy of the Pale in LG), I can't say for certain, but from everything I hear, Geoff has a lot of giants and a lot of fey.</p><p></p><p></p><p></p><p>It's always nice to plan things that way, but it often doesn't work out. There are creatures with better spot and hide checks than you, creatures with blindsight, blindsense, tremorsense, etc, and then there are judges who just read the box text without thinking of how the party's actions might change the described situations. (Sometimes there are even judges who don't read the box text and just assume that it's auto-surprise or something lame like that--when I was observing the playtest of my last meta-regional, watching the judge do that made me change around my text so that the spot check was much easier to see). However, I would think that the most common reason for combat to happen at close quarters is simply the limitations of terrain. Obviously, in a dungeon, most distances will be short. A 50x50 room is a big room. In a forest, visibility is also pretty short so even if you know where the enemy is, odds are good that, at 100 yards you won't be able to see or engage them. And fights will often break out after a challenge or negotiations, in which case, you're obviously within speaking distance. Tower shields also enable their wielders to take full cover and avoid all damage from arrows while they advance. Through a combination of all those factors, you're unlikely to face a lot of enemies who can just be killed by archery at 300 feet.</p><p></p><p></p><p></p><p>Now, that's the kind of archer I won't call a wussy girly-man <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=":)" /> Best of luck with the giants.</p></blockquote><p></p>
[QUOTE="Elder-Basilisk, post: 2301851, member: 3146"] Not being from Geoff (I'm in the Theocracy of the Pale in LG), I can't say for certain, but from everything I hear, Geoff has a lot of giants and a lot of fey. It's always nice to plan things that way, but it often doesn't work out. There are creatures with better spot and hide checks than you, creatures with blindsight, blindsense, tremorsense, etc, and then there are judges who just read the box text without thinking of how the party's actions might change the described situations. (Sometimes there are even judges who don't read the box text and just assume that it's auto-surprise or something lame like that--when I was observing the playtest of my last meta-regional, watching the judge do that made me change around my text so that the spot check was much easier to see). However, I would think that the most common reason for combat to happen at close quarters is simply the limitations of terrain. Obviously, in a dungeon, most distances will be short. A 50x50 room is a big room. In a forest, visibility is also pretty short so even if you know where the enemy is, odds are good that, at 100 yards you won't be able to see or engage them. And fights will often break out after a challenge or negotiations, in which case, you're obviously within speaking distance. Tower shields also enable their wielders to take full cover and avoid all damage from arrows while they advance. Through a combination of all those factors, you're unlikely to face a lot of enemies who can just be killed by archery at 300 feet. Now, that's the kind of archer I won't call a wussy girly-man :) Best of luck with the giants. [/QUOTE]
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