Is being an archer a trap?


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Hobit of Bree wrote:

Hi folks,

OP here. I found most of this discussion really useful. Some questions:
* I've seen recommendations about taking the archer dedication. I'm not sure why. The dedication itself seems pretty worthless for a fighter or ranger (for a ranger you get critical specialization against non-hunted targets, but that seems like a minor corner case?). Only point blank shot (huge, but needs an action to set up) and archer's aim seem hugely useful, and hunter's aim is almost as good as archer's aim. I guess taking 2 feats for point-blank shot is probably worth it?
*You all keep indicating deadly give an extra 2d10 damage. Can I assume you mean it does so once you get a greater striking weapon (so around level 11 I'd guess?)

Thanks folks!

If you want to be the most effective archer without any other concern, getting point blank shot to counter the volley penalty on the composite longbow is the very best you can do, and it's worth the 2 feats. 18 strength is also something you should aim for at some point.

They are referring to 2d10 with the second tier striking rune. The 3rd tier gets deadly all the way up to 3d10.

If you want to go less all in and take a different archetype, getting 18 strength and a composite shortbow or unconventional weaponry and a daikyu are also good options.


Pathfinder Adventure Path Subscriber

As far as the archer dedication on a Ranger (I am not super sold on it for a fighter), getting crit specialization at level 2 instead of level 5, and on all your attacks with a bow, not just against hunted targets is better than hunter's aim, unless you are going precision ranger.

This allows you to get PBS at level 4, which is better than your other 4th level options and it will often be worth using an action to go into PBS stance over hunting a lower level target that is unlikely to live past the end of the round anyway. Then you can either pick up the Daikyu if you are tanking STR at level 6 or go back and pick up hunter's aim, or boost your animal companion if you picked one up at level 1, and then take the vastly superior archer's aim at 8th level and you are a very competent archer. You have also completed your Archer archetype at this point so you are free to branch out at 10 if you want to pick up eldritch archer (which you could do at level 8 if you take advanced weapons at 6). Deadly Aim is situationally ok, but often a trap, as 4 damage isn't really worth a -2 to attack.

This isn't to say that a traditional ranger with a composite long bow, sticking to ranger feats is always going to be terrible, but it can be very action intensive and result in a lot less legolas "shoot everything that moves" than a lot of players realize, because of how single target focused you are forced into being when all your feats require you to hunt your target first.


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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

That recommendation of the daikyu for a low strength ranger is kind of dodgy. Even if you houserule away the reload stat on it (which is reasonable, as it's likely a misprint), its still an Advanced Weapon and if you don't have some way to get up to your full proficiency with it, the accuracy penalty is not worth it.


Pathfinder Adventure Path Subscriber
HammerJack wrote:
That recommendation of the daikyu for a low strength ranger is kind of dodgy. Even if you houserule away the reload stat on it (which is reasonable, as it's likely a misprint), its still an Advanced Weapon and if you don't have some way to get up to your full proficiency with it, the accuracy penalty is not worth it.

I wasn't clear: Pick up the level 6 advanced bow training to get the daikyu is one decent option for a ranger with no interest in boosting STR, if you have already gone with the archer dedication anyway.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

That makes more sense than what I was thinking. Still not personally sold on the daikyu being worth the investment (and there are the minor details of the reload error and possibly of being hard to get your hands on one due to rarity), but it isn't totally untenable.


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Pathfinder Rulebook Subscriber

Even then we're talking about a really tiny damage increase on average.

I'd say less a "good" option and more better than nothing in the most literal definition of that phrase provided you meet all the very specific criteria for it to be a relevant option.


To be frank I'd only take the Archer dedication on characters for whom the martial bow proficiency matters, so mostly casters though switch-hitting fighters can make use of it too. Spending a class feat on basically nothing is reaaaaally bad, and Ranger has too many good feats to be willing to spend two feats just on point blank shot.


Arachnofiend wrote:
Spending a class feat on basically nothing is reaaaaally bad, and Ranger has too many good feats to be willing to spend two feats just on point blank shot.

I see, so there's a "feat tax" to get PBS/use a longbow without penalty if you're not a Fighter?


If you're playing in a campaign where you expect to have long sight lines frequently then you can use the longbow as a Ranger just fine. It's not like you need PBS to do archery at all, the shortbow works quite well if volley is too much of a risk.


lol

I see. So everyone who wants to use a longsword is just fine using a shortsword.


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That's not a rebuttal and you know it.


Pathfinder Adventure Path Subscriber
N N 959 wrote:
Arachnofiend wrote:
Spending a class feat on basically nothing is reaaaaally bad, and Ranger has too many good feats to be willing to spend two feats just on point blank shot.
I see, so there's a "feat tax" to get PBS/use a longbow without penalty if you're not a Fighter?

I think there is a difference between "able to use a long bow" and "Able to always use a longbow effectively." A lot of characters can use long bows effectively in PF2...but not necessarily in every encounter, especially when headed into the common situation of a cramped dungeon. For a character like a Ranger, there really is no reason at low levels not to carry back up weapons. Melee characters often carry more than one weapon to cover weaknesses and resistances. Close quarters is a severe weakness of the Longbow in PF2.

Does that make PBS a feat tax? Only if you want to use a long bow exclusively. And even with point blank shot, the long bow only becomes better than a shortbow with a greater striking rune. I think the trap in archery is getting caught up in a build that is not working for your campaign. An oft overlooked advantage of having class abilities be feat based is that you can retrain the ones that are not working the way you thought they would.


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N N 959 wrote:

lol

I see. So everyone who wants to use a longsword is just fine using a shortsword.

On a second and third attack, the short sword is the better weapon than the long sword, especially at lower levels.


Deriven Firelion wrote:


ACs are quite high for boss monsters in PF2. Hitting with that first shot is vital to hit with the precision damage and gravity weapon. The precision archer is built around hitting that one big shot.
Multiple attacks often miss against high AC targets. The value of many attacks against a high AC target is marginal.

Gavity Weapon is the thing which wants you to have one big attack. Precision doesn't favour it at all.

But if you like Gravity Weapon then sure it makes some sense.


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Sounds like solely focusing all feats on the bow has very diminishing returns and won't be as much fun given my preferred play style is to do something weird at least every few fights. I think I'll end up with animal companion (maybe via cavalier to get upgrades earlier) just to have more options and fun in combat. Curious how it will all play out.

Thanks again everyone!


Unicore wrote:
I think there is a difference between "able to use a long bow" and "Able to always use a longbow effectively."

I've noticed that difference is highly dependent on the narrative.

Quote:
A lot of characters can use long bows effectively...

There's that word again. Unfortunately that label isn't informative. There's no metric for "effective," or more importantly how you or anyone else uses that descriptor.

Quote:
For a character like a Ranger, there really is no reason at low levels not to carry back up weapons.

There is a reason. It's called action economy. Having to switch out weapons because one room is shorter than the other, or you've opened the door into a hallway costs actions. Especially when you're having to use Hunt Prey. What that impact or cost is, none of us can say. But I see lots of people like to hand wave the details.

Quote:
Melee characters often carry more than one weapon to cover weaknesses and resistances. Close quarters is a severe weakness of the Longbow in PF2.

After a year of playing PFS, I haven't seen anyone switching out weapons in PF2 once they get potency runes, unless it's ranged to melee or vice versa.

Quote:
Does that make PBS a feat tax? Only if you want to use a long bow exclusively.

Kind of like Precise Shot is a feat tax if you want to use a ranged attack exclusively?

Not necessarily directed at you:

1. "tax" is a misnomer. It's really just a cost of admission in which you spend resource capital to acquire something, because in all cases you are getting something for your investment.

2. PF2 uses "Feat Taxes" just as much as PF1. The game has just changed the places where it happens.

Quote:
And even with point blank shot, the long bow only becomes better than a shortbow with a greater striking rune.

A lot of these types of assertions in this discussion. Not to pick on you, but they don't really have much weight sans data to back them up. I've played both short and longbow and IMO, and it's almost a wash at low levels. Reducing a longbow's damage by 20% (which is a high estimate for -2) still puts a longbow above a shortbow in terms of expected damage. I personally much prefer the hitting power of the longbow.

Quote:
An oft overlooked advantage of having class abilities be feat based is that you can retrain the ones that are not working the way you thought they would.

You can retrain in PF1, so I don't see how that argument works. Class abilities as feats is why all non-fighters have to pay a "feat tax" just to get PBS. If it was a General Feat, we wouldn't be having this discussion, but then PF2 would have trouble carving out the Archery Fighter's niche.


Arachnofiend wrote:
That's not a rebuttal and you know it.

It's actually a perfect rebuttal in that it exposes what you're attempting to argue as a way avoid acknowledging the "feat tax" PF2 puts on archery.

"Hey people, just hand in your longbow and we'll give you this shortbow and you'll be just fine."


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Hobit of Bree wrote:

Hi folks,

OP here. I found most of this discussion really useful. Some questions:
* I've seen recommendations about taking the archer dedication. I'm not sure why. The dedication itself seems pretty worthless for a fighter or ranger (for a ranger you get critical specialization against non-hunted targets, but that seems like a minor corner case?).

There's one subtle thing that's good about it for a fighter: "Whenever you gain a class feature that grants you expert or greater proficiency in certain weapons, you also gain that proficiency rank in all simple and martial weapons in the bow weapon group."

That means that you can use your Fighter Weapon Mastery feature to become a Master in a group of melee weapons (preferably a group with finesse weapons in it), and then have your Archer dedication boost your bow proficiency to Master as well. This doesn't help you become super-archer, but it means you'll be a great switch-hitter.


Hobit of Bree wrote:

Hi folks,

OP here. I found most of this discussion really useful. Some questions:
* I've seen recommendations about taking the archer dedication. I'm not sure why. The dedication itself seems pretty worthless for a fighter or ranger (for a ranger you get critical specialization against non-hunted targets, but that seems like a minor corner case?). Only point blank shot (huge, but needs an action to set up) and archer's aim seem hugely useful, and hunter's aim is almost as good as archer's aim. I guess taking 2 feats for point-blank shot is probably worth it?
*You all keep indicating deadly give an extra 2d10 damage. Can I assume you mean it does so once you get a greater striking weapon (so around level 11 I'd guess?)

Thanks folks!

You can Archer or Fighter archetype to get Point Blank Shot stance. It's all you need really to get rid of that pesky volley penalty.

Yes. Lvl 11 for the 2d10. 3d10 with Major Striking.


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N N 959 wrote:

"Hey people, just hand in your longbow and we'll give you this shortbow and you'll be just fine."

I mean they will. The damage difference between the two is pretty minor, it is somewhere between 1-4 damage depending on level (it was rather minor in 1e too, just a bit more noticeable because of you much you attacked in 1e).


Gortle wrote:
Deriven Firelion wrote:


ACs are quite high for boss monsters in PF2. Hitting with that first shot is vital to hit with the precision damage and gravity weapon. The precision archer is built around hitting that one big shot.
Multiple attacks often miss against high AC targets. The value of many attacks against a high AC target is marginal.

Gavity Weapon is the thing which wants you to have one big attack. Precision doesn't favour it at all.

But if you like Gravity Weapon then sure it makes some sense.

What point are you trying to make? Nothing is some kind of absolute. But in general precision wants the first attack with everything going to be the biggest hit with the best chance to critical hit. Hunter's Aim helps set that up at times.

Then the ranger can still use Hunted Shot as his 3rd action, which allows him to use 3 shots in a single round to tag some additional damage.

What I'm getting at is those three feats I listed are archer tools in the toolbox. Ranger archer players figure out when best to use them. They are definitely good feats to have, very useful. I'm not sure what else you would take that would be more useful.

It's a very natural progression to pick those feats up and improved your animal companion at the same time.


MEATSHED wrote:
N N 959 wrote:

"Hey people, just hand in your longbow and we'll give you this shortbow and you'll be just fine."

I mean they will. The damage difference between the two is pretty minor, it is somewhere between 1-4 damage depending on level (it was rather minor in 1e too, just a bit more noticeable because of you much you attacked in 1e).

Personally, I'd just carry both plus a back up melee weapon. You may only be able to upgrade one right away, but it doesn't really become a problem until like level 9 or so when property runes come into play. And between then and getting your next striking weapon odds are you'll loot some more magic weapons off enemies.


Deriven Firelion wrote:

What point are you trying to make? Nothing is some kind of absolute. But in general precision wants the first attack with everything going to be the biggest hit with the best chance to critical hit. Hunter's Aim helps set that up at times.

Then the ranger can still use Hunted Shot as his 3rd action, which allows him to use 3 shots in a single round to tag some additional damage.

What I'm getting at is those three feats I listed are archer tools in the toolbox. Ranger archer players figure out when best to use them. They are definitely good feats to have, very useful. I'm not sure what else you would take that would be more useful.

It's a very natural progression to pick those feats up and improved your animal companion at the same time.

Nothing in particular this is just a discussion.

Until you mentioned Gravity weapon though, I don't see that there was anything in Precision Ranger favouring the one big shot. Taking your chances with a second/third shot is equally valid.

I don't see the build as super strong though. Very much just a moderate base line for a martial striker.


Gortle wrote:


Nothing in particular this is just a discussion.

Until you mentioned Gravity weapon though, I don't see that there was anything in Precision Ranger favouring the one big shot. Taking your chances with a second/third shot is equally valid.

I don't see the build as super strong though. Very much just a moderate base line for a martial striker.

I think the "one big shot" argument is meant to be in contrast to the Ranger's Flurry. But like so many things on forums, people start repeating things by rote.

I believe the argument arose from the recognition that any attack strategy that uses one attack with maximum modifiers is still going to benefit from Precision, where Flurry gets nothing from that and is actually undermined by feats like Hunter's Aim and Penetrating Shot.

In reality, Gravity Weapon is indifferent to Flurry or Precision. However, GW is benefited by Hunter's Aim. And since Hunter's Aim works better with Precision, you can see how things get twisted up.

One of the main problems with the Ranger, as a I see it, is that many of the feats were designed to offset Flurry, becuase Precision didnt' exist during the Playtest.. For example, Hunter's Aim is forcing a Flurry Ranger to give up extra attacks to make one more accurate attack. In the right circumstances, that can be a favorable trade off. But Precision doesn't have to make the same trade off. You can still benefit from Precision using Hunter's Aim or Penetrating Shot.

You are probably aware of all this, but the GW comment seemed to suggest a different perspective.


Gortle wrote:
Deriven Firelion wrote:

What point are you trying to make? Nothing is some kind of absolute. But in general precision wants the first attack with everything going to be the biggest hit with the best chance to critical hit. Hunter's Aim helps set that up at times.

Then the ranger can still use Hunted Shot as his 3rd action, which allows him to use 3 shots in a single round to tag some additional damage.

What I'm getting at is those three feats I listed are archer tools in the toolbox. Ranger archer players figure out when best to use them. They are definitely good feats to have, very useful. I'm not sure what else you would take that would be more useful.

It's a very natural progression to pick those feats up and improved your animal companion at the same time.

Nothing in particular this is just a discussion.

Until you mentioned Gravity weapon though, I don't see that there was anything in Precision Ranger favouring the one big shot. Taking your chances with a second/third shot is equally valid.

I don't see the build as super strong though. Very much just a moderate base line for a martial striker.

More accurate to say that Precision Rangers have diminishing returns on hits after the first one; you only really need to hit once per round to do your good damage, but making a second strike at -5 is quite effective for when you missed the first one.

Grand Lodge

SuperBidi wrote:
I played a Twin Takedown Ranger with a Shield and a good Intimidate, I've Demoralized only once in its (short) career and used Raise a Shield inconsistently. I mostly Hunt Prey, Stride, Twin Takedown every round.

You might consider taking the Dual-Weapon Warrior dedication and get the fighter's Double Slice. There is a martial-focused flurry ranger (Str18/Dex16) in one of my campaigns that often combines Twin-Takedown with Double Slice to gain extra attacks. Since he uses agile/finesse weapons that mitigate most of the pain of MAP, it is quite effective. In a party with a battle oracle, war priest, rogue, and bard, he is the primary DpR.


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Gortle wrote:
Deriven Firelion wrote:

What point are you trying to make? Nothing is some kind of absolute. But in general precision wants the first attack with everything going to be the biggest hit with the best chance to critical hit. Hunter's Aim helps set that up at times.

Then the ranger can still use Hunted Shot as his 3rd action, which allows him to use 3 shots in a single round to tag some additional damage.

What I'm getting at is those three feats I listed are archer tools in the toolbox. Ranger archer players figure out when best to use them. They are definitely good feats to have, very useful. I'm not sure what else you would take that would be more useful.

It's a very natural progression to pick those feats up and improved your animal companion at the same time.

Nothing in particular this is just a discussion.

Until you mentioned Gravity weapon though, I don't see that there was anything in Precision Ranger favouring the one big shot. Taking your chances with a second/third shot is equally valid.

I don't see the build as super strong though. Very much just a moderate base line for a martial striker.

It's not the strongest, but it has advantages. We thought it would be weak when he first made the class. But it didn't turn out to be weak for a variety of reasons that I see as the following:

1. Main stat damage becomes a much lower component of damage as you rise in level.

2. Being able to attack immediately at range means you generally get shots off before martials because you don't have to waste move actions to close the distance or move from target to target.

3. Flying and mobile creatures become more common at higher level. Much easier to attack with ranged weapon as it takes time to get melees flight.

4. Critical hits become more common at higher level due to buffs and debuffs and deadly d10 is good extra damage with criticals.

5. You don't suffer as much damage in battle due to range.

Overall, it's a nice package.

Damage is probably somewhere between a rogue and a one-handed fighter or monk level. Maybe similar to a swashbuckler. Not quite as high as a two-hander barbarian or fighter. None of them are as good as casters at higher level at wiping out battlefields of creatures.


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Gortle, the precision damage doubles on a crit and that chance goes away on a hit, that favors boosts to accuracy on a single attack.

Grand Lodge

As an aside, my org play precision ranger just sold off his c.longbow for a c.shortbow. It eliminates the issue of volley, is only about one point average less damage and with hunted prey, still has 120ft of unpenalized range, plenty for the vast majority of encounters. If the target is further away than that, it is usually because one of us is fleeing the other. This should reduce the frequency of having to move saving that action to command the AC, take an extra shot, or declare a hunted prey.


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Pathfinder Adventure Path Subscriber
N N 959 wrote:
Unicore wrote:
For a character like a Ranger, there really is no reason at low levels not to carry back up weapons.

There is a reason. It's called action economy. Having to switch out weapons because one room is shorter than the other, or you've opened the door into a hallway costs actions. Especially when you're having to use Hunt Prey. What that impact or cost is, none of us can say. But I see lots of people like to hand wave the details.

Just to clarify, you make the choice at the start of the dungeon. Am I walking into a slanted or twisting dungeon that looks like it has 5ft hallways? Let's start off with the shortbow. (Which is the one I would want to default to in most prewritten dungeons) If the passages keep looking narrow, and I am a flurry ranger in a 5 person party with a fighter, a bard, a cleric and a wizard, with a decent amount of HP? I will stay up at the front, maybe even taking lead, or stand directly behind the fighter. Then I can hunt prey with my first action and just start firing if the targets appear weak and unlikely to survive a full round, or if it looks tougher, I can gravity bow and still get shots off in the first round. Getting "stuck" wielding the shortbow at the start of combat is never going waste more actions than starting with the longbow and then having to move to avoid taking the volley penalty, which is untyped, and likely to be stacked with a lesser or regular cover penalty.

I am confused why you would say that being an archer ranger has been frustrating for you, because you feel like you waste actions too frequently, but then reject the idea that getting those actions is worth a -1 penalty to damage.


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feat taxes are much alleviated by free archetype which I would encourage everyone to try out.
If you're concerned about power creep then just use the free dedication at lvl or of the player's choice if the archetype unlocks later


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Yesterday's game: My players opened a door and found a couple of monsters (Low encounter) in a room full of obvious terrain features (holes in the ground). The monsters started to attack at range. Melee martials charged in the middle. Monsters used terrain feature => 3h of fight to save the 3 martials. A fricking Low encounter that would have been dealt with in 2 rounds if the melee martials had left the ranged attackers handle it.

What makes archers so bad is not archery per se, it's melee martials who are unable to delay.
The more I play and the more I think the best parties are featuring nearly no melee martials. Just one real tank (Champion of Fighter) to prevent monsters to easily get to the backline, and that's it. Melee martials are dealing more damage but they take so much damage in return the tradeoff doesn't look interesting at all.

Silver Crusade

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SuperBidi wrote:

Yesterday's game: My players opened a door and found a couple of monsters (Low encounter) in a room full of obvious terrain features (holes in the ground). The monsters started to attack at range. Melee martials charged in the middle. Monsters used terrain feature => 3h of fight to save the 3 martials. A fricking Low encounter that would have been dealt with in 2 rounds if the melee martials had left the ranged attackers handle it.

What makes archers so bad is not archery per se, it's melee martials who are unable to delay.
The more I play and the more I think the best parties are featuring nearly no melee martials. Just one real tank (Champion of Fighter) to prevent monsters to easily get to the backline, and that's it. Melee martials are dealing more damage but they take so much damage in return the tradeoff doesn't look interesting at all.

While I sympathize I think you're drawing the wrong conclusion.

The best parties use tactics appropriate to their abilities and to the situation AND have the ability to deal with a fairly wide range of situations. So, a party of mostly ranged characters should use quite different tactics (in general) than a party of mostly melee characters. And BOTH parties should be able to deal with situations requiring ranged characters AND situations requiring melee characters.

It IS a fairly serious character building error to not have SOME way of being reasonably effective at both range and at melee for almost all characters (the group is probably ok with one character who can't survive melee and one character who can't do anything at range but more than one becomes quite problematic).

That said, it is certainly the case that in a great many common situations (many, many dungeons with choke points) there rapidly becomes a point of diminishing returns for melee characters.


Unicore wrote:
Just to clarify, you make the choice at the start of the dungeon.

So sure, at level 1, when no one has Potency, then why not, provided you're willing to spend the money. But at level 1 or 2 having two (composite) bows isn't cheap and precludes buying other item bonuses. I'll wager that once someone puts +1 potency on one weapon, they are loathe to not use it. This becomes even more true with striking and property runes.

Second, I've never seen or heard of an archer in real life or in fantasy tropes carrying multiple bows. Aragorn, no. Legolas, no. Robin Hood, no. William Tell, no. So the expectation of having both a short bow and a longbow is already a loss for Paizo. Technically you can do it, but you're forcing the player to adopt a character image that creates friction unless you're all about min/maxing and you're entirely divorced from any sense of realism or even convention.

Quote:
Am I walking into a slanted or twisting dungeon that looks like it has 5ft hallways? Let's start off with the shortbow.

What's funny about that thought process is that playing an archer in PF1, I would bet that half of the "dungeons" I've been in, I have not gotten close enough to use Point Blank Shot. I think many encounters in PFS are designed to accommodate combat for 7+ combatants and that means a lot more open space than one should rightfully expect. Now, maybe PF2, because of the shortbow, has been using smaller maps, so my PF1 experience may not be as informative.

Quote:
I am confused why you would say that being an archer ranger has been frustrating for you, because you feel like you waste actions too frequently, but then reject the idea that getting those actions is worth a -1 penalty to damage.

If you're confused, then it's because I'm not "frustrated." Disappointed? Yes. But the game is what it is and either you enjoy it or you don't, or some spectrum therein.

My goal in this thread is to give the OP and other readers a perspective of what archery is going to be like if you're coming from PF1. I don't now what constitutes a "trap" for others but loss of efficacy can be measured objectively and the game design and my experience makes it unequivocal that archery has lost relative efficacy.

If people want to insist archery is "effective," well, I am not going to debate how one should qualify "effective" or what it means when someone says "it works well." I'm just pointing out that those labels don't really convey anything other than personal preference.


N N 959 wrote:
Unicore wrote:

Quote:
Melee characters often carry more than one weapon to cover weaknesses and resistances. Close quarters is a severe weakness of the Longbow in PF2.

After a year of playing PFS, I haven't seen anyone switching out weapons in PF2 once they get potency runes, unless it's ranged to melee or vice versa.

This assumes you don't have a potency rune on the backup weapon, too, far as I can tell. I don't do it all the time but changing from the glaive on my Champion to the cold iron mace has been a thing I've done several times, and he's 11th level at this point


Thomas5251212 wrote:
N N 959 wrote:
Unicore wrote:

Quote:
Melee characters often carry more than one weapon to cover weaknesses and resistances. Close quarters is a severe weakness of the Longbow in PF2.

After a year of playing PFS, I haven't seen anyone switching out weapons in PF2 once they get potency runes, unless it's ranged to melee or vice versa.

This assumes you don't have a potency rune on the backup weapon, too, far as I can tell. I don't do it all the time but changing from the glaive on my Champion to the cold iron mace has been a thing I've done several times, and he's 11th level at this point

In the statement you quoted, I am not assuming anything. I am stating my observations.

But yes, I am assuming that once players heavily invest in their primary weapon, they are inclined to use it, regardless. Of course there are always exceptions.


I am sort of irritated that the archer monk can't negate the volley penalty with a longbow (short of a level 20 feat which lets you have two stances at once) when the PF1 ZAM was literally the best at "standing adjacent to someone and shooting them with arrows."


In fairness, the default pick switched from longbows to shortbows between editions, and the penalty to shooting adjacent doesn't even exist anymore. The equivalent would be giving Monastic Archers a bonus for shooting adjacent...and it's not *quite* that, but they do get such a bonus for attacks within half of the first range increment (specifically, they get to apply effects like Stunning Fist :3 ). I can see the frustration given that they *can* use longbows but have to deal with a pretty specific sweetspot of 30-50 feet away, though.

Silver Crusade

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N N 959 wrote:


Second, I've never seen or heard of an archer in real life or in fantasy tropes carrying multiple bows. Aragorn, no. Legolas, no. Robin Hood, no. William Tell, no. So the expectation of having both a short bow and a longbow is already a loss for Paizo. Technically you can do it, but you're forcing the player to adopt a character image that creates friction unless you're all about min/maxing and you're entirely divorced from any sense of realism or even convention.

I would claim that is because the Volley trait, while perhaps good for game balance, has absolutely no basis in either reality or fantasy tropes.

Blaming the character for being unrealistic is putting the blame in the wrong place.


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Pathfinder Rulebook Subscriber

I don't see characters switch weapons very often personally. Sometimes from ranged to melee or sometimes if they happen to find a special material weapon they'll keep it around. I can't imagine switching from a longbow to shortbow on the regular and trying to keep both upgraded.

I also don't really think it's necessary... just using a shortbow seems fine.

pauljathome wrote:
It IS a fairly serious character building error to not have SOME way of being reasonably effective at both range and at melee for almost all characters (the group is probably ok with one character who can't survive melee and one character who can't do anything at range but more than one becomes quite problematic).

In fairness, it can be kind of hard to find a decent one if you're a strength-based whatever. Especially for medium and heavy armor users who might be skimping on dex (kind of another understated advantage of the archer here).


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Squiggit wrote:

I don't see characters switch weapons very often personally. Sometimes from ranged to melee or sometimes if they happen to find a special material weapon they'll keep it around. I can't imagine switching from a longbow to shortbow on the regular and trying to keep both upgraded.

I also don't really think it's necessary... just using a shortbow seems fine.

Yeah pretty much the difference in damage is like 1 damage at the start to 4 at the high lvls, not really something that I would be switching around to be honest.


pauljathome wrote:
Blaming the character for being unrealistic is putting the blame in the wrong place.

you've lost me here.


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PossibleCabbage wrote:
I am sort of irritated that the archer monk can't negate the volley penalty with a longbow (short of a level 20 feat which lets you have two stances at once) when the PF1 ZAM was literally the best at "standing adjacent to someone and shooting them with arrows."

same it bothers me to no end that the ancestral weaponry feat only applies to melee weapons and only to weapons with the actual ancestry trait. Instead of all the weapons that your ancestry makes you proficient with.

Silver Crusade

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Squiggit wrote:


pauljathome wrote:
It IS a fairly serious character building error to not have SOME way of being reasonably effective at both range
In fairness, it can be kind of hard to find a decent one if you're a strength-based whatever. Especially for medium and heavy armor users who might be skimping on dex (kind of another understated advantage of the archer here).

I've seen quite a few martial melee characters who have 1 of the following

1) A decent dex and a ranged weapon (very often a thrown weapon for the additional damage)
2) A reasonable casting stat and an attack cantrip or two. Either Cha and a racial cantrip or a casting archetype.
3) Some ability to move FAST across the battlefield and force your way into melee. This can be as simple as increasing your base speed or not completely killing your base speed while having Sudden Charge.

In either case they're not going to be great but at least they'll have the option to be decent at it.

At the very least, once one gets to the appropriate level, a potion of fly, an elixir of jump, etc go some ways to addressing the issue.

Similarly, a ranged character can at least have a finesse weapon or burning hands or wild shape (depending on character) combined with an AC and hit points sufficient that they can go into the front lines briefly if required.

In PF2, playing a one trick pony is generally a worse strategy than it was in PF1. It is worth spending SOME resources in order to be at least somewhat flexible.

Silver Crusade

N N 959 wrote:
pauljathome wrote:
Blaming the character for being unrealistic is putting the blame in the wrong place.
you've lost me here.

I read your previous post as saying the player of the archer character was doing something "wrong" by having two weapons. That the player was mini maxing at the cost of realism and/or image.

But I think it was Paizo that caused the disconnect between reality/image and gameplay.

My apologies if I misinterpreted what you were trying to say.


Squiggit wrote:
I also don't really think it's necessary... just using a shortbow seems fine.

Would you feel as comfortable making that statement about longswords and shortswords?

What if Paizo gave the longsword a Top Heavy trait and only Fighters had direct access to it. Everyone else using a Longsword will have to take a -2 penalty. Would people have credibility insisting it was "fine"? Champions are fine using a shortsword and if they really want to use a longsword, they should take Fighter Dedication. Does that sound reasonable?

As I recall, there was much gnashing of teeth about Volley during the Playtest. I find it interesting that several are trying to dismiss the difference especially since Paizo specifically added Volley to give Fighters the edge in archery and now people are kind of asserting it doesn't amount to much.


N N 959 wrote:
Thomas5251212 wrote:
N N 959 wrote:
Unicore wrote:

Quote:
Melee characters often carry more than one weapon to cover weaknesses and resistances. Close quarters is a severe weakness of the Longbow in PF2.

After a year of playing PFS, I haven't seen anyone switching out weapons in PF2 once they get potency runes, unless it's ranged to melee or vice versa.

This assumes you don't have a potency rune on the backup weapon, too, far as I can tell. I don't do it all the time but changing from the glaive on my Champion to the cold iron mace has been a thing I've done several times, and he's 11th level at this point

In the statement you quoted, I am not assuming anything. I am stating my observations.

But yes, I am assuming that once players heavily invest in their primary weapon, they are inclined to use it, regardless. Of course there are always exceptions.

The problem is, its not difficult to have as much investment in a backup weapon a bit into the range where you can find the runes; unless your GM is being generous with availability, you can have quite a while where you can find addition runes at the levels available to you that are, effectively, cheap. I mean, I have a potency rune on his _dagger_, because why the hell not?

Switching to the mace when I hit something that blows off slashing or non-cold iron is a no-brainer, honestly; I do a bit less base damage, and the mace doesn't have the Deadly quality if I get a crit, but against the things I'm fighting when I switch a crit isn't particularly likely anyway. Even against normal things I'm only going from 2D8 to 2D6, and anything with resistance likely has more than a couple points of it.

So I guess my point is, if people aren't changing weapons when its useful, its not because its not a good idea, its because they've apparently sat on their money (and probably unloaded addition runes when they got them) rather than used them, and/or just can't be arsed, that's far from a given.


From what I read, balearic slingers did bring three different slings with them and used a different one depending on needed range.
Now, bows are quite a bit more bulky and they didn't have to apply runes...


Coming from a very inexperienced PF2e player (and unfortunately not enjoying it much so far...), I just wanted to drop a line to say this is a very informative and interesting thread. So thank you to all those more experienced in PF2e for sharing their thoughts here.

My uneducated opinion is that the more I read about PF2e in general, the more I feel convinced that it is a VERY different game from PF1e. Under that light (and regardless of PF1e), I think we can agree it is a game where archer performance as a 'damage dealer' will be inferior to melee and magical performance?

Some will have an easier time understanding/liking/accepting it, others will not (I am on this end of the spectrum). Much like some have a better or worse time understanding/liking/accepting the supremacy of magic in PF1e?


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Albion, The Eye wrote:
...I think we can agree it is a game where archer performance as a 'damage dealer' will be inferior to melee and magical performance?

Not in all circumstances.

Melee is the lead damage dealer in close-quarters against smaller groups.
Magic is the lead damage dealer in larger groups, especially over shorter periods of time.
Ranged is the lead damage dealer in longer-range encounters unless there are enough enemies in tight enough groupings for magic to step ahead.

It just appears to some people like there's an imbalance, rather than a give and take, because their campaigns heavily lean toward the circumstances that favor one group in particular.

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