
Kamelguru |

Yeah, rangers kick ass with a bow. Finally. IF he sinks all his feats into it. As for the risk vs reward; they are still going to die, as they have inferior AC and can't retaliate at all if cornered until lv10 unless they get Point Blank Mastery instead of Improved Precise Shot at lv6. The ranger8 in our Serpent Skull game demonstrated this well enough when he died with his back against the wall and taking full attacks himself.
Now the player made an arcane caster. Hardly any risk, as he disables the opposition with spells and my paladin and the rogue goes in to put sharp pieces of metal into the mewling cripples.

Thunder_Child |
It depends how you build your ranger. There are ways to E&E via spells and ways via the ranger variants in the advanced players guide, as well as potions. But the whole idea is tactics, make sure not to get into those situations in the first place.
Though I do think that rangers should get acrobatics as a class skill.

meabolex |

If you don't think the spell Enervation is broken, then you're probably fine with Deadly Aim and Pathfinder Manyshot too.
Enervation was nerfed in PF. In 3.5 negative levels would actually kill your spells. Also, ray mechanics are more painful in PF than 3.5 (easier for the caster to get hit by AoO). Deadly Aim and Pathfinder Manyshot are clear buffs over the 3.5 versions.

SPCDRI |
Ranged attacks are great if you don't use lots of foes with good AC, or good DR, or make them keep track of their ammo, or let them get away with shooting into soft cover, concealment, and poor illumination without penalty. So yeah, if you give them encounters tailor made for them and disregard the rules they are better than melee fighters.
What a shock!

Rickmeister |

Jesus, i don't see what the fuss is about. Are people really losing sleep over "Deadly Aim is way more powerful than random feat"
As far as i am concerned, it's just the ranged version of "Power attack". I haven't even been considering it for feat choice (waiting for BAB 6 to get Vital Strike) since my DM is not the friendly kind and actually keeps track of our arrows.. And you REALLY don't want to fall out of those :PP

Rapthorn2ndform |

also, that Rapid sot getting an extra attack at highest bonus
oh that enemy happened to have deflect arrows or missile shield
so only one attack at the high bonus
then the lowers may miss making that rain of arrows...kinda lame
as far as i know
theres no feat to immediately shrug off a melee attack without penalty (or even with penalty)

Thunder_Child |
Ranged attacks are great if you don't use lots of foes with good AC, or good DR, or make them keep track of their ammo, or let them get away with shooting into soft cover, concealment, and poor illumination without penalty. So yeah, if you give them encounters tailor made for them and disregard the rules they are better than melee fighters.
"AC" well my + to attack is about as good as a fighters. You may say "Well when you do your multi-shot or rapidshot or both with deadly aim your attack goes down" This is correct, however A. I don't HAVE to do it. B. I can use it once i have made a few ranging shots to figure out it's AC i can adjust based on my dificulty, a melee character can not suddenly make multiple attacks with their sword for less attack.
"DR" Yes, this does hurt my dmg on multiple attacks, on the other hand i don't have to get up close and personal with the target to do my dmg....fair trade off imo.
"Ammo" yea, i keep track of my ammo, I have a decent str though so it's not a huge issue, + we have mounts.
"Cover, Concealment, Illumination" We most definitely play with all of those, and players will point out when the DM messed up, even if it hurts themselves. Again the trade off is not having to go into melee combat, which i find acceptable.
As a note I seem to do just fine, however the guy up there complaining about "Ranged" Rangers is my DM, and he has nerfed some of the abilities mostly because there is no way for him to "tailor" the encounters to counter that since this is a module.

KaeYoss |

KaeYoss wrote:I think a lot of GMs underestimate the damage output of any warrior.Well, yeah the damage globally has gone up for the physical classes. But a ranged character has to take less risks to deal damage.
Still, I've seen GMs complain about the "insane" damage warriors can do now. It nearly ended some campaigns.

KaeYoss |

My other fighter is grumbling that she never gets to make a full attack.
Her own fault. If you find that the enemies keep running away, make them stop.
An easy way is taking Combat Expertise, followed by Improved Trip, Followed by Greater Trip, as well as combat reflexes. Sure, you need to plan for this as it takes 4 levels to get all feats, but it will mean that a lot of the time, the enemy is going nowhere.
So what happens is this:
Enemy wants to go away. Enemy provokes an AoO. Fighter uses AoO to trip enemy. Enemy goes down - and provokes another AoO because of Greater Trip (Combat Reflexes and a bit of dex - something many fighters will want, anyway - ensures you get plenty of AoOs). He might be able to get back up with his remaining move action, but that will provoke yet again - and he can't move more than 5' after that, something you can adjust easily.
That means you get to make a full attack against the sucker. If he didn't get up for some reason, all your attacks are at +4. You also got several extra attacks against the sucker.
The only way to prevent that AoO is to retreat. Which means the sucker blows his whole action at moving away, not doing any harm for another round - another small victory for the fighter.
In the next round, the fighter moves up and just trips the sucker. In fact, he could always lead her attacks with a trip attempt, because if it succeeds, she'll get an AoO for extra damage, anyway.
Only if you face enemies with really good CMDs will this not work that well.
But even then, the sucker will provoke flee, provoking AoOs and forgoing extra attacks, and the fighter will get the AoO and their 1 attack - which they can boost with Vital Strike.

![]() |

Pendagast wrote:nobody keeps track of arrows anymore.That's because it's dead boring. Tracking arrows and stuff like this belongs to A&A*, not D&D.
*Audits and Accountants.
It's boring and not a requirement for urban adventures... thus in urban settings you can cut a bit of slack to an archer and wave the tracking, especially since urban settings have a lot of alleys, cover and other limitations that make archery non-optimal. Archery is optimal in a big open field when you can start shooting foes a thousand feet away.
For wilderness or extended dungeon crawl adventures, a DM, without requiring a player to provide minute accounting on arrows, should ask a player what is his backup plan in reference to arrows if the adventure takes them away from shopping areas for weeks/months. For extended periods in the wild when PCs hunt for their food it would be fair for a DM to tell a player that on average they waste 50 arrows a month just for the purpose of shooting rabbits / seagulls / crows and other chance meats...

Wasteland Knight |

Considering by mid level most parties will have access to a Handy Haversack, Bag of Holding and/or Efficient Quiver, keeping an archer stocked with mundane arrows really isn't much of an issue. I'm sure that there could be all sorts of special circumstances where it *might* become an issue, but for most part it's not really worth counting arrows once characters are out of the low levels.

![]() |

Pendagast wrote:nobody keeps track of arrows anymore.That's because it's dead boring. Tracking arrows and stuff like this belongs to A&A*, not D&D.
*Audits and Accountants.
Also, as has been pointed out, by the time you get to the level where massive volleys are possible it's a non-issue.
I buy 500 arrows and put them in my *haversack/ quiver/ bag of holding*.
Problem solved.

Moro |

Deadly Aim is fine, as it is an exact equivalent for Power Attack. Rapid Shot is fine as well, as it is the equal of the Two Weapon Fighting feat. I could possibly see merit in the argument that Manyshot is a bit much, and I do know of a GM or two that has changed the wording of the Feat so that it now mirrors Improved Two Weapon Fighting at their tables.
As for whether or not ranged is too strong, I think that in 3.0 and 3.5 archery had it so terrible that many DMs have either never experienced or have forgotten what it was like to have characters that could function as heavy artillery, and thus have either forgotten or have no experience in how to deal with them and their totally different set of disadvantages for the DM to prey upon.

![]() |

Costs currently not considered:
Item Penalties: If anything happens to the archer's strength he loses out with his bow. If his strength goes up he's not getting all the damage he could. If his strength goes down not only does he lose damage but he takes a penalty to hit too.
As far as penalties go, there's only one situation (-2 Str) where a Strength-based fighter takes less penalties than an archer for losing Strength. So really, the -2 penalty to hit isn't that big a deal for the archer who gets Str taken away. They're usually better off than a fighter in the same situation.

Abraham spalding |

Abraham spalding wrote:As far as penalties go, there's only one situation (-2 Str) where a Strength-based fighter takes less penalties than an archer for losing Strength. So really, the -2 penalty to hit isn't that big a deal for the archer who gets Str taken away. They're usually better off than a fighter in the same situation.Costs currently not considered:
Item Penalties: If anything happens to the archer's strength he loses out with his bow. If his strength goes up he's not getting all the damage he could. If his strength goes down not only does he lose damage but he takes a penalty to hit too.
That is an interesting point and one I hadn't completely considered, due in large part to considering the "simple" attack bonus instead of the ranged attack bonus. However I still feel there are plenty of extra penalties and issues with ranged combat to even out the perks of it.

![]() |

In earlier editions of The World's Favorite Role-Playing Game, part of the design philosophy, from early levels up to the loftiest, was resource management. Now, at higher levels, there were different resources to account for, but that was a central part of the game.
It's been my experience that more recent players grow impatient with that; they think it's beneath them, they're frustrated when they're not very good at it, or, in KaeYoss' terms, they find it "boring". If PFS OP scenarios are any indication of the way the game is currently played, The World's Favorite Role-Playing Game has shrunk down to combat, moving from one combat to the next, effortlessly obtaining and identifying loot, and leveling up; the "fun" parts.
So characters never have to figure out rations, or make Survival checks for food. Characters never have to allot hours of down-time to maintaining a watch against wandering monsters. Characters never use up gold pieces maintaining living quarters in town, or buying scrolls and scribal materials to enter spells into their spellbooks, or paying people to train them. And characters never need to track ammunition.
0gre suggested: 'I buy 500 arrows and put them in my *haversack/ quiver/ bag of holding*. Problem solved.
I think that you would be surprised at how fast a serious 9th-Level archer would go through 500 arrows, let alone the score he has immediately handy. And how inconvenienced he's going to be, if he's denied access to his extradimensional spaces.
This isn't to suggest that playing a rapid-fire archer is impossible. Rather, it's to assert that there's a resource-management overhead to the combat style. (As well as a gold cost, if you're firing masterwork or dwoemered arrows.)

![]() |

Still boring.
Still boring? Ok, but it does add a bit to the balancing factor and might sway someone into thinking that Deadly Aim is not overpowered. :)
Edit: I'm also a bit of a details freak and keep exact accounting of my arrows on my character sheet, thanks to Erian's awesome Excel character sheet. Running out of arrows is actually not so bad for my character 'cause he goes from Medium encumbrance to Light encumbrance. Gotta love a 10 STR character! :)

![]() |

Despite being "boring", resource (arrow) management is important to making a working archer. As mentioned, you have to balance aamunition availability versus ammunition weight.
One poster claimed that Manyshot has no drawbacks. It does, just like Rapid Shot, it adds a -2 to all attack rolls made in a round.
An archer using Rapid Shot, Manyshot and Deadly Aim is going to be at least at a -6 to hit. _2 for Rapid Shot,. -2 for Manyshot, and at least -2 for Deadly Aim (+6 BaB). It adds up. At 10th level, for example, it comes to -7, so only 3 points of BaB remain, at best. Melee-wise, the 2 handed fighter retains 7 points of Bab after Power Attack. Big difference in chance to hit, really.
It is possible to get flanking with a bow, but requires a feat (which is only available to Fighters and Rangers) to prevent provoking AoOs in that situation. It is also possible for the archer to provide flanking, but requires having a gauntlet or spiked gauntlet equipped or taking the Improved Unarmed Attack feat.
An archer build, whether Fighter or Ranger, almost certainly won't have anywhere near the same hit points or AC as a melee Fighter build.
One of the main strengths of a melee fighter with a ranged fighter is that one or the other of them is almost always going to be able to get in a full attack sequence. Either the enemy is avoiding the melee fighter, allowing the ranged fighter to get a full attack, or trying to stay under cover from the ranged fighter, and getting hemmed in by the melee fighter, allowing the melee fighter full attacks.
On resource management: During a scenario, recently, my archer was OUT of normal arrows, and running low (I think I had 5 left) on blunt arrows by the end of the session. I was seriously checking my quantities on the expensive arrows, just to keep up with demand...
And, as a result, he now is up to using 3 efficient quivers, along with his restock in his handy haversack. Haste is your friend, but using 5 arrows per round, when able to take a full attack, burns through arrows as though they were M&Ms. I keep wishing the Quiver of Plenty was PFS legal...
On a side note, I have a tripping fighter build, who is +12 CMB with his guisarme to trip at 3rd level, with 6 AoOs. His actual damage dealing potential sucks, 12 Str, but he provides quite a bit of battlefield control. Now I just need to look up Greater Trip...

Tom S 820 |

My two cents: If any feat is overpowered, it's Rapid Shot and/or Manyshot, not Deadly Aim. It's the extra attack(s) that really increases the total damage.
Well to difference in the 2 builds is not power attack vs dealy aim it melee do not get anything like rapid shot that where power jump is between the two builds that I see.
And yes there is 3.5 or 3.0 great bow for EWP feat.
But Melee get 2 spells(Enlarge Person and Lead Blades) that make there weapon bigger with archer only get 1(Gravity Bow).

Moro |

doctor_wu |

Actually gravity bow for the ranger only last 7 minutes at level 10 since their caster level is the ranger level - 3. 10 - 3 = 7
Teleportation may help if you run out of arrows at later levels. I am thinking of the idea of putting a bag of holding in a pack saddle of an animal companion You could fill that with arrows as well.

![]() |

Callarek wrote:One poster claimed that Manyshot has no drawbacks. It does, just like Rapid Shot, it adds a -2 to all attack rolls made in a round.That poster was correct, and you are incorrect. Nowhere in the feat description of Manyshot is a -2 penalty mentioned.
Manyshot Feat on the PFSRD
Ummm. My mistake, too much 3.5 in my background. Means I have to fix my cheat sheet for Callarek, now.
However, you might want to consider using the Paizo Pathfinder Roleplaying Game Reference Document instead, since it is from Paizo, and will be kept up to date with errata changes...

Moro |

Moro wrote:Callarek wrote:One poster claimed that Manyshot has no drawbacks. It does, just like Rapid Shot, it adds a -2 to all attack rolls made in a round.That poster was correct, and you are incorrect. Nowhere in the feat description of Manyshot is a -2 penalty mentioned.
Manyshot Feat on the PFSRD
Ummm. My mistake, too much 3.5 in my background. Means I have to fix my cheat sheet for Callarek, now.
However, you might want to consider using the Paizo Pathfinder Roleplaying Game Reference Document instead, since it is from Paizo, and will be kept up to date with errata changes...
I find the PFSRD that I linked is updated rather quickly, and I like the cleaner layout AND the access to uploaded contributor content. But yeah, Manyshot is the one feat that doesn't have a melee equivalent, but IMHO it's really not a big deal.

Ashiel |

The archer runs out of arrows, nobody keeps track of arrows anymore.
In a single fight lets assume this archer is pumping out 5 arrows a round full attacking, Hes out of a quiver in 4 combat rounds.
How many archers are bouncing around carrying 40, 80 or 120 arrows? None I have seen.
Efficient quiver covers that some, let's you carry more arrows, but there is still a finite number.
Also:Along bow had HUGE range, the "oh i just pick up my arrows after battle" isnt 'real' as if you miss, which the heck is that arrow going to go?
Not just laying around waiting for you. If it's in a dungeon it hit a wall, got news, its destroyed. Maybe it hit a wooden door, or some furniture or something? Seriously, how many arrows are you really going to be able to 'retrieve' after a battle?Rules that make 'archers better than swordsmen' take this factor into consideration, player who don't want to be bothered with counting ammo don't. So if you are not tracking ammo, then the archer is going to come out way better.
So if you dont want to count ammo (your choice) you either have to restrict access to things like strength bows, or deadly aim, or something to even them out with meele builds, or just deal with the fact that they are better.
But the Archer DOES even out with the meele IF you track that ammo.
To be fair, as written, you can recover 50% of the arrows you fire that miss. Likewise, efficient quivers are cheap, and most good archers also have solid strength scores; which combined with things like handy haversacks mean you can carry a crapton of arrows, which makes dealing with ammunition problems much easier. Arrows are also cheap, and can be replicated quickly with magic (a wizard can minor creation you up a lot of temporary arrows if needed).
Also, while not Pathfinder Core, things like the Energy Bow (also known as Tashron's Bow, as found in Baldur's Gate or via the WotC web enhancement) make tracking ammunition less of a problem.
That being said, that's merely in groups who don't mind such things. My group rarely has anything of that convenience (they really do want an energy bow, which I will allow, but at 22,500 gp, most of them just use a normal bow 'till fairly high levels); and we do track our ammunition.
But ammunition really isn't much of a problem, I've found. I like tracking it ('cause I'm weird like that), and I also like coming up with ways for storing/carrying stuff.
EDIT: Actually, I don't really even like efficient quivers. They're not efficient for a damn thing. Instead, they're more useful to people who want spears and javalins, but not arrows. Much better to just pile tons of quivers in a bag of holding, haversack, or similar extra dimensional space, and then restock between encounters.

Rickmeister |

I buy 500 arrows and put them in my *haversack/ quiver/ bag of holding*.
Problem solved.
Sounds to me like you are making it to easy for your players.
Let him try and find some kind of extra-dimensional quiver (maybe as a a side quest) but first let him feel the annoying side of firing 20 arrows (full quiver) in 4 rounds of full attacks.It's not like they quivers/haversacks/... are found in every Kwik-e-mart, is it?

vuron |

The base game pretty much assumes that efficient quivers, bags of holding, etc show up before mid-level. Extra-dimensional spaces are cheap and a good investment for the journeyman adventurer.
Ammo costs are really only relevant when you are worried about magical ammo (GMW for the win) and alternate materials (Adamantite arrows get very pricey).
As long as you are operating anywhere near the recommended wealth by level and have standard access to the magic item economy the ammo component of archer builds really isn't that much of a concern for the vast majority of levels.
Archer builds are definitely worthwhile mainly because the ease of getting full attacks with a ranged build and the ability to negate most of the penalties with various feats. The primary limiting factor is the high cost in feats to maximize utility as an archer.

doctor_wu |

Quote:
I buy 500 arrows and put them in my *haversack/ quiver/ bag of holding*.
Problem solved.Sounds to me like you are making it to easy for your players.
Let him try and find some kind of extra-dimensional quiver (maybe as a a side quest) but first let him feel the annoying side of firing 20 arrows (full quiver) in 4 rounds of full attacks.
It's not like they quivers/haversacks/... are found in every Kwik-e-mart, is it?
Well there are mundane solutions as well. When not going in combat the ranger could have a wagon with a lot of arrows on it for pretty cheap as well. Oh what now I cannot have a supply wagon. Wagons are not stealthy though and need food for the animals. A dogsled on a ranger wolf animal companion would also work in an arctic climate.
The problem with this is it is not stealthy and cannot go into dungeons but you could make a quick run back to the surface to get arrows. Extradimensional solutions are a lot cheaper.

Pinky's Brain |
Mounted archers are the optimal build by far for martial damage ... by a ludicrous margin. Paizo doesn't like melee, at least not at mid level (mobile fighter and beast totem barbarian can do okay at level 11/10).
They are really stuck in the original 3.5 development state of mind ... completely ignoring the lessons learned with XPH, ToB and MIC. Instead of giving martial characters options they just piled on the damage.

![]() |

I find the PFSRD that I linked is updated rather quickly, and I like the cleaner layout AND the access to uploaded contributor content. But yeah, Manyshot is the one feat that doesn't have a melee equivalent, but IMHO it's really not a big deal.
Thanks Moro! We try. It is of course possible that we may miss something now and then, but by the same token we often have d20pfsrd.com updated with latest errata before the PRD is... which has actually caused some degree of confusion in the past because we received reports that d20pfsrd was incorrect, and after investigating it was found that the reason there was a difference between us and the prd was that the prd didn't have the apg errata applied yet. In Ross' defense though, I'm sure he has like 9 million things to do, update d20pfsrd.com is all we do, all day, every day :)
Well, we do have jobs... but luckily many of us have jobs that allow us to... multitask!

Moro |

Mounted archers are the optimal build by far for martial damage ... by a ludicrous margin.
Except for anytime they are anywhere that is NOT a large, open area without difficult terrain squares that mess with their movement. Oh, and the old standby "shoot the mount out from under them" is an amazing tactic that tends to take about one round before the mounted archer is now a not-so-mounted archer.
Paizo doesn't like melee, at least not at mid level (mobile fighter and beast totem barbarian can do okay at level 11/10).
They are really stuck in the original 3.5 development state of mind ... completely ignoring the lessons learned with XPH, ToB and MIC. Instead of giving martial characters options they just piled on the damage.
I think Paizo's biggest issue isn't just with melee, it is that they still underestimate the caster/non-caster divide. For the most part it is a little better in Pathfinder, especially for archer types now that they've at least been given a few options and the ability to do less than purely pathetic damage if they work for it, but overall the game still turns into spell-flinging rocket tag just as it did in 3.5.

Pinky's Brain |
Except for anytime they are anywhere that is NOT a large, open area without difficult terrain squares that mess with their movement.
Then they have to stand still and be a regular archer ... which is still better than having to walk to every opportunity to full attack.
Oh, and the old standby "shoot the mount out from under them" is an amazing tactic that tends to take about one round before the mounted archer is now a not-so-mounted archer.
Granted, you do need an animal companion or something of similar long levity.
A small race paladin mounted archer is probably one of the most consistent martial damage dealers in the game.

![]() |

I think that you would be surprised at how fast a serious 9th-Level archer would go through 500 arrows, let alone the score he has immediately handy. And how inconvenienced he's going to be, if he's denied access to his extradimensional spaces.
Don't get me wrong, I don't think it should just be handwaved away but ultimately it's an arms race the player is going to win. I expect my player to spend the money to buy the gear he would reasonably be required to have to get his task done. I expect them to track any resource that has a significant cost (magic arrows, potions, etc). If a player shows up at my table with a 9th level archer with 30 arrows he's going to run out. If he's made a reasonable effort to ensure running out of arrows isn't an issue (such as dropping a ton of them in his haversack) then I don't worry about it.
I'm not such a huge fan of because ultimately it's not that difficult keeping an archer supplied, it's just tedious.
By ninth level it's even less an issue, many groups can just teleport back to town.
As for denying access to extra dimensional spaces... it's kind of like sundering a wizard's spell component pouch or destroying their spellbook. Maybe once in a while it can make for an interesting event but doing it more often just makes for frustrating play as players work to find more ways around the somewhat arbitrary limitations you inflict on them.
Assuming a full attack every round the burn rate for a 9th level archer is going to be between 4-6 arrows per round which means 500 arrows will last between 80-125 rounds of combat or 16+ encounters which means the character is likely going to level up before he runs out of arrows.

![]() |

Quote:
I buy 500 arrows and put them in my *haversack/ quiver/ bag of holding*.
Problem solved.Sounds to me like you are making it to easy for your players.
Let him try and find some kind of extra-dimensional quiver (maybe as a a side quest) but first let him feel the annoying side of firing 20 arrows (full quiver) in 4 rounds of full attacks.
It's not like they quivers/haversacks/... are found in every Kwik-e-mart, is it?
*shrug*
Players aren't getting 5 attacks per round overnight, it's an issue that develops and evolves over time.
I agree it shouldn't be hand-waved. I'm just saying in the larger picture it's an issue the player *WILL* solve. Regardless of whether it's an extra dimensional space, a mule loaded with arrows, a halfling slave, a wizard who casts shrink item on buckets of arrows... it will be solved.

Ashiel |

Quote:
I buy 500 arrows and put them in my *haversack/ quiver/ bag of holding*.
Problem solved.Sounds to me like you are making it to easy for your players.
Let him try and find some kind of extra-dimensional quiver (maybe as a a side quest) but first let him feel the annoying side of firing 20 arrows (full quiver) in 4 rounds of full attacks.
It's not like they quivers/haversacks/... are found in every Kwik-e-mart, is it?
At the levels it would be annoying, you're only firing 1-2 shots per round. Likewise, quivers of arrows are 3lbs for 20, which means that even with rapid shot, I could get 10 rounds of combat before exhausting one quiver. Likewise, a good archer build typically relies on a pretty solid Strength score, meaning your carrying capacity isn't terrible.
Likewise, handy haversacks are cheap, and can carry up to 800 arrows. By the rules, you're expected to be able to find these in a large town pretty regularly. It doesn't have to be at a Kwiki-mart, but any place of relatively strong commerce.
Seriously, I track arrows in my games (even for my NPCs, or try to, generally), and it's not a problem; really.

KaeYoss |

It's been my experience that more recent players grow impatient with that; they think it's beneath them, they're frustrated when they're not very good at it, or, in KaeYoss' terms, they find it "boring".
The bastards! Who are they do decide for themselves what they consider fun?
If PFS OP scenarios are any indication of the way the game is currently played, The World's Favorite Role-Playing Game has shrunk down to combat, moving from one combat to the next, effortlessly obtaining and identifying loot, and leveling up; the "fun" parts.
I don't get the scenarios because I hardly get to run all APs, but you summed my preferred way of playing Pathfinder (I don't care about any so-called World's Favourite Role-Playing Gmae) up almost perfectly.
You just forgot to add in character interaction and other things that are generally labelled "roleplaying". Or adventuring other than the mind-numbing book-keeping.
So characters never have to figure out rations, or make Survival checks for food. Characters never have to allot hours of down-time to maintaining a watch against wandering monsters. Characters never use up gold pieces maintaining living quarters in town, or buying scrolls and scribal materials to enter spells into their spellbooks, or paying people to train them. And characters never need to track ammunition.
Rations? Of course not. Why should they? Until food actually becomes scarce, there is no fun in tracking this. The heroes do that stuff, but it's their life. It's not my life. I have to do all this tedious crap in my life already. I don't play RPGs to do the same old boring stuff. I do it for heroics and adventure. All the stuff I don't find exciting are happening "off screen", like characters crapping or trimming their nose hairs. Or keeping track of mundane stuff that has no impact on what is happening.
Survival checks? They'll often do that because they think it fits their character. Be the foraging, woodwise ranger.
Setting up watches against enemies? Of course they do. Night-time fights are exciting.
Pay for food and lodging, ticking off silver pieces? Why bother? The price for that stuff is so little that even low-level adventurers could overpay tenfold and still dismiss it as a trivial expense. What is gained by keeping track of pennies?
Expanding spellbooks? That costs, because the cost (in gil and time) is significant, and success is not always automatic, especially at lover levels.
Ammo? At five coppers apiece, it would be more work than it was worth.
You want to keep track of that stuff? Go ahead! But don't force others to do the same, or try to insinuate that in the good old times, when the game was better, you did things right and those idiots that call themselves roleplayers today are not worthy to pick up funny dice.
You don't like the way the game is played nowadays? Fine, don't play. Get that old game you were going on about, find a place where they discuss that, and go there. You can sit in your little support group and go on about how expensive things are these days, how morals have gone downhill and that players don't keep track of arrows when their betters tell them.
Rather, it's to assert that there's a resource-management overhead to the combat style. (As well as a gold cost, if you're firing masterwork or dwoemered arrows.)
"This style incurs mindless, boring bookkeeping" is not a proper balance consideration. Because a lot of people don't want to bother with trivialities like the number of arrows they have, they lose, they recover, they make while the wizard is off reading books, and all that. It's like saying that paladins are underpowered because some GMs go crazy with the Code.
This stuff only applies if people want it to apply. And if they don't, it just doesn't matter. No way is more right than the other in general. But for every single one of us, there is a personal preference. This kind of game thrives on stuff like that.
And one of the biggest flaws the game (or rather its fan base) has is the guys who go on about badwrongfun.

![]() |

If PFS OP scenarios are any indication of the way the game is currently played, The World's Favorite Role-Playing Game has shrunk down to combat, moving from one combat to the next, effortlessly obtaining and identifying loot, and leveling up; the "fun" parts.
I think Org Play is a special kind of play that is a corner case and it caters to a different play style entirely.

KaeYoss |

Sounds to me like you are making it to easy for your players.
Let him try and find some kind of extra-dimensional quiver (maybe as a a side quest) but first let him feel the annoying side of firing 20 arrows (full quiver) in 4 rounds of full attacks.
Why should he? Or anyone? What is gained by it?
Screw selective realism.
Those trail rations can't be very healthy. I bet that continued consumption of that stuff and nothing else will play hell with your metabolism.
I bet that there are precautions to be taken to avoid getting the sniffles (or worse) when you're out in the open and it starts to rain.
I bet fleas are annoying as hell.
But the game doesn't care. There are killions of little things the game just handwaves. They're usually things that are unheroic, things you won't hear about in an epic ballad.
There are no fort saves to avoid getting parasites or regular diseases. There is no random cancer table. The rules for fear effects never mention soiling yourself. Actually the whole restroom thing doesn't come up at all.
I'm quite comfortable with a ruleset that doesn't mention stuff like this. And the same goes for annoyances like carrying ammo.

moon glum RPG Superstar 2015 Top 8 |
Two things:
1) At 9th level, it is very unlikely that a fighter that favors a falchion would only have a 16 strength. most likely it would be 24 (18 starting + 2 level boost, +4 belt). That makes their damage bonus +10 from strength.
2) You should really be using expected damage as the metric. To get all mathematical, you would compute the expected damage per round as the sum of the probability of that damage occuring (chance to hit/crit) times that damage.
So for just this part of your evaluation:
Falchion Fighter: +18/+13 for 2d4+8(15-20/x2)(avg: 13; 26 crit)
Power Attack: +18/+10 for 2d4+17 (avg 23; 46 crit)
The expected damage vs. AC 20 would be:
Falchion Fighter: .95(13) + .3*.95(26) + .7(13) + .3*.55(26)
Power Attack: .95(23) + .3*.95(46) + .55(23) + .3*.55(46)
I am too lazy to actually run the numbers through a calculator, but your can see how it works.