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HawkOfMay wrote:

Here is the situation. We have a 9th level elf ranger in the campaign created with a 20pt pathfinder buy that is dominating the fights with the amount of damage he is doing.

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I'm inclined to leave things as is. I was wondering what other folks have thought about the current archery rules/feats and if they have made any adjustments.

Sounds fine to me. A specialized archer SHOULD be a terror...as long as nobody bothers him. Archers get high damage and range, but accept the risk of interference. That elf doesn't look so hot when a squad of goblins all leap in for grapples.


wraithstrike wrote:

Some times when my fellow boardites, yes I have labeled you with a made up name, start discussing something that leads to numbers someone comes in and talks to us like we don't know the game is more than numbers, and that we don't know the best option is not the only option.

We know this, but when we are having these discussion it is under the intent that the DM will not pull punches, regardless of whether or not any of us would in an actual game. Why? Believe it or not there are DM's that try to play with 100% efficiency every time, and your fun is not an option so they won't hold back one bit. I think that is the minority, but that opinion is neither here nor there.

Another reason is that to assume any amount of mercy will be given brings in to many variables.

So if we say blasting is bad, monks suck, and so on(other common notions) it does not mean none of us ever blast, or play a monk. We are saying its not the optimal thing to do.

PS:I only made this post so I would not have to repeat it if it came up again. It's only something for me to link too.

I have been guilty of chiming in with the suggestion of "forget the math" but I think that it's important to take a step back sometimes and recognize when it's worth getting crunchy and when it isn't. Away from the table I will agonize over making my character as optimal as possible, but it always has to serve the RP or what's the point?

As for the DM for whom fun is not an option: what are you doing in THAT game? Walk away, sir.

As levels advance and powers shift, players need to recognize their roles in a party. If you aren't very good at killing undead, and the problem is undead, do something else! Find a way to do what you ARE good at. That's the way to conquer a vicious DM; don't respond to the hazards in a predictable way.


Ki_Ryn wrote:

I'm new to Pathfinder and just have the core rulebook from which to draw. I'm making a low level rogue and feel like (in order to get good use out of sneak attack) I pretty much HAVE to go the TWF route. Is that true, or is there another path that can be as combat effective at low level? We have a couple of tanks in the group so finding a flank should be easy enough.

There's been a lot of discussion about damage math here, but I agree with some earlier comments that playing a rogue is not about raw DPS. The rogue is present as the lateral thinker, someone who changes the rules of engagement.

In combat, use your mobility to stay out of sight-lines and manipulate the battlefield. Things like rope, oil, fire, caltrops, flour sacks, blankets, and dung can put enemies at a disadvantage if used creatively and be a much greater boon to the party than poking some holes in the bad guy's backside.

And when you DO have the opportunity, steal the kill. It's your right as a rogue.