Greybar said:
A magical longsword has been hardened and sharpened by that magic. It is constantly being bashed into things like dragons, and the magic enhancement accounts for that. It also makes it less vulnerable to sundering.
Is the argument against this rule that a magical bow has similarly been hardened into a super-wood that is designed not be cut by a really sharp sword? I wouldn't think so. The bow has been magically enhanced to be super springy and accurate, not super hard.
Thus, the +5 longbow gets cut to pieces by the +1 longsword.
Olive said:Remember EB, that this is an interpretation. I'm not sure Hyp would use it in the game himself.
But strictly, by the rules, he's probably right.
Terraism said:
Regardless, my point - and that of a few other posters, as well - is that you left out a lot of balancing factors. Such as the extra feats a melee fighter may have spent where the archer took Precise/Point-Blank/Rapid Shot, instead.
seasong said:Notes:
Stacking Bow + Arrow enhancements: DMG, p.183, last paragraph, "Unlike most enhancement bonuses, but similar to the way in which armor and shields work together, the enhancement bonuses of magic ranged weapons and magic ammunition stack for attack and damage purposes."
Maybe the biggest disadvantage of being an archer is the possibility of running out of arrows, and if you're not an arcane archer, buying one or more new quivers of +5 arrows after each adventure could get quite costly...
From earlier posts:Terraism[/i] Regardless said:Like, say, Cleave, Great Cleave, Supreme Cleave, Super Cleave, and Uber Cleave (Ok, I made those last two up.) Here - take an extra four attacks at these other guys just standing around - at NO penalty!
originally posted by seasong
I have never seen a fighter fail to take Cleave and Great Cleave, and I've rarely seen a situation where felling an opponent does not immediately result in an extra attack for Mr Melee, as opposed to fewer attacks.
Did I miss anything else?Originally posted by seasong
Against weaker opponents, the fighter starts to outdo the archer in damage per hit (without actually reducing chance to hit), and 5 attacks per round PLUS cleave attacks really starts to add up. And really, this is where the melee fighter shines: against hordes that would easily overrun the archer.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.