| Kaldar |
Maximizing hit points can only go so far. We're playing Carrion Crown and its just occurred to all of us because none of the casters we fight actually use spells like fickle wind and wind wall, that clustered shots takes away the fun of all the melee characters.
As common as those spells are to PCs they don't show up often with NPCs villains and monsters. Our GM maximized the hp of two bosses, took every healing item in the area off other NPCs to apply to their health, and added some additional hp for good measure. She killed both bosses in 3 rounds, 4 if you include the surprise round. Before all but one melee character could get 2 hits on a single boss.
I think people are focusing too much on comparing the potential damage to other classes or comparing it to magic weapons as opposed to comparing their average damage output per round to the amount of hit points appropriate CR encounters have.
Archers already get to full attack significantly more often than melee making their damage output per round higher in general. Whats the point of throwing in clustered shot on top of that? Why give them potential for even more damage when they have so much to begin with?