@Derakon: Okay, I do completely agree on your analysis of the early game weapon for 'thancs. It's always seemed odd to me that a beginner weapon doesn't get outclassed sooner.
Regarding more to-dam, what I was aiming at is increasing the difference between weapons with extra attacks and ones without. I think the amount of damage @ makes by the end is pretty much perfect. So if the overall amount of to-dam were to increase from other sources than the weapon, the dice on most late game weapons would have to be lowered to keep things from getting out of hand, which is probably not worth the trouble just to make more blows more meaningful.
I haven't played much Ranger, but it seems to me the increased tactics required to fight from a distance and the problems of having summons block @'s LoS to the target sort of compensate for the overpowerdness of extra shots. It also requires finding multiple good items to get insane damage per round with missiles, whereas in melee you just have to find a good weapon, you don't have to find a good weapon, and good ammo, too. You also never run out of ammo in melee. Rangers are constantly running out of ammo and have to take up precious inventory slots with arrows. But I like Sky's idea of having Rangers not gain extra shots, but something else.
Maybe a more interesting way of addressing the power of ranged attack is to make it affected by strength the way melee is. Why isn't the range and damage of ranged weapons not affected by @'s strength and Dex? Then Rangers' ability could be requiring less DEX and STR to gain 10' in shooting distance and the corresponding damage. Or, to keep things simple, they can shoot 20' farther than the other classes instead of gaining extra shots or might. Level 20 they shoot +10' farther than everyone else. Level 40 +20'. (They could also gain +1 Infravision every 20 Character Levels as well).
Regarding more to-dam, what I was aiming at is increasing the difference between weapons with extra attacks and ones without. I think the amount of damage @ makes by the end is pretty much perfect. So if the overall amount of to-dam were to increase from other sources than the weapon, the dice on most late game weapons would have to be lowered to keep things from getting out of hand, which is probably not worth the trouble just to make more blows more meaningful.
I haven't played much Ranger, but it seems to me the increased tactics required to fight from a distance and the problems of having summons block @'s LoS to the target sort of compensate for the overpowerdness of extra shots. It also requires finding multiple good items to get insane damage per round with missiles, whereas in melee you just have to find a good weapon, you don't have to find a good weapon, and good ammo, too. You also never run out of ammo in melee. Rangers are constantly running out of ammo and have to take up precious inventory slots with arrows. But I like Sky's idea of having Rangers not gain extra shots, but something else.
Maybe a more interesting way of addressing the power of ranged attack is to make it affected by strength the way melee is. Why isn't the range and damage of ranged weapons not affected by @'s strength and Dex? Then Rangers' ability could be requiring less DEX and STR to gain 10' in shooting distance and the corresponding damage. Or, to keep things simple, they can shoot 20' farther than the other classes instead of gaining extra shots or might. Level 20 they shoot +10' farther than everyone else. Level 40 +20'. (They could also gain +1 Infravision every 20 Character Levels as well).
Comment