Rocmistro wrote:Agreed 100%. Except for 2 things:
-nobody seems to ever include weary in their mathing.
-who says you're going to have 4 dice?
Well, 4 dices is a reasonable amount for any decent fighter, and it is obtainable even within early stages of the game, considering you can start playing already with 3 dices if you wish.
And for the sake of completeness, the
Weary chance is
40%, upgradable to
70%. But what if one of those dices is already a 6? This must be considered, since a player won't bother spending Hope only to get a normal success. And the chance to turn such a roll into a success becomes...
95%, again.
Plus: how many times the elf archer in your Fellowship gets Weary? With his high Wits, low Encumbrance and standing in the Rearguard, he will be hit by enemy arrows so few times that by the time his Endurance drops below his Fatigue the combat will be finished already.
That's why I was talking about rare circumstances: players tend to prefer reliable bonuses they get if not all the time, at least in a reasonable number of situations, and not slight bonuses "just in case I missed the shot of a lifetime".
Rocmistro wrote:So starting off, I can hit just about anything with +8 to hit for 7 damage. Because I'm using body for a "dump stat" (not to be obtuse, but there you have it) I can pump up Hear to highest score, and since this is going to be a crit build, I won't need body)
Later levels: Wisdom 3 for Elf Magic and Valour 2 for Fell Great Bow. After that, Valour 3 for Woodland bow.
So my weapon skills can stay at spear 2/great bow (1 or 2) and I can be effective in combat for quite some time. Once I hit my stride of Wisdom/Valor 3 I can hit whenever I want for piercing blows at TN: 18. I can pretty much kill whatever I want, whenever I want, for 1 or (2 if my roll whiffs or I'm weary) hope points.
You're not considering the maths:
Your chance to hit a reasonable early level TN of
16 with a Great Bow skill of
2 is
27%, so unless it's ok for you to miss 3 out of 4 times each combat you'll burn through your Hope very quickly to be "effective". And you have a total score of 12 Hope (best case scenario for an elf), how many of them are you really planning to spend to improve rolls in any given fight, rather than avoiding Wounds or worse attacks?
I really don't see the point of having a
Fell Bow which I use with a flimsy skill of 2 dices and for which I need to spend
1 or
2 Hope points
each time... while I can simply stay at
Wis 1, Valour 2 (Fell Bow) and use those 16 Experience points to train my Bow skill to 4 and attempt
Called Shots on
every roll with a more than reasonable chance to succeed (at TN 16, it's
47%), without spending a single point of Hope (OR, at worst, spending 1 to turn a failure into a success
95% of the times).
Then there are the comparisons: the Hobbit with
Fair Shot may not be so terribly overpowered, but as we said the
Bow of the North Downs is practically a
Deadly Archery on steroids without any Hope cost. And the Barding dude with
Fierce Shot is definitely the orc/goblin one-shot-one-kill master.
Since it's no mistery that, in our imagination, THE BEST FANTASY ARCHER is the ELF, and I dare you to challenge this statement, it's clearly not the case in terms of game mechanics and I think that a lot of TOR players would agree on that.