6 deleted 116 characters in body
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The problem is, as it applies to AL play, the character is doing nothing that you CAN reduce the impact of directly since you can not alter the encounters drastically or use homebrewed rules. Every character made thier choice of feats and fighting styles and spells using the allowed strict rules of Adventure League Play. An Archery Fighting Style Fighter with Sharpshooter is deadly. The important part is they are deadly only at range and against no more than a small group of targets.

A spellcaster with Fireball has the chance of obliterating a large swath of low HP minions. A monk with enough Ki and movement and the Mobile Feat could equally kill a small group or heavily damage a high HP tank without risking opportunity attacks. A rogue with poison and advantage and the Skulker Feat is equally deadly with a set of hand crossbows. My

My point, when optimized, every class style has a job. Your Archery Fighter is doing his. He is just able to do his job really efficiently at the moment because the module and its encounters are allowing him to.

Sharpshooter is one of the most easy to build around feats I know of...and I employ it to brutal effectiveness with my Ranger. Add Colossus Slayer on Being optimized to that (an extra 1d8 just for already being damaged) and I am often bringing down weak minions in one hit or heavy tanks in a few turns. Any class with the Archery fighting style takes that -5 penalty and makes it -3 ... for starters. Tackingtack +10 damage on to a ranged attack for only -3 to hit is deadly, no matter what other abilities or Features you add to the equation. Colossus Slayer, Extra Attack, Action Surge, +4 Favored Enemy damage... these are secondary additions that contribute to, but do not cause, your main concern.

So how do you counter thisSharpshooter while playing by AL the rules?

Use the terrain, environment, and tactics efficiently.

The higher the AC of the target the more likely they are to miss...and misses will happen occasionally, especially if they have disadvantage. Force them in to melee or tight fighting spaces where they can't attack at range. An Archer needs a clear line of sight so use cover often when you can. Send your melee units after them. To put their ranged attacks at disadvantage and force opportunity attacks. Any moment where they can't attack at range is a moment a different player can shine. Otherwise this archer is doing its job by playing by the rules.

An example? The AL Module Lost Mines of Phandelver puts the players in Wave Echo Cave for the last sprawling dungeon with several encounters. Most of the mine is narrow, with small rooms and only a small handful of open rooms where encounters take place. Even the fight with the primary antagonist gives pillars and obstructions to take full cover behind. This entire final dungeon shut down my own player using a heavily optimized Sharpshooter Hunter Ranger almost completely; forcing him to pull out those short swords and go melee. It was fun and engaging to watch him have to change tactics to suit the environment.

The problem is, as it applies to AL play, the character is doing nothing that you CAN reduce the impact of directly since you can not alter the encounters drastically or use homebrewed rules. Every character made thier choice of feats and fighting styles and spells using the allowed strict rules of Adventure League Play. An Archery Fighting Style Fighter with Sharpshooter is deadly. The important part is they are deadly only at range and against no more than a small group of targets.

A spellcaster with Fireball has the chance of obliterating a large swath of low HP minions. A monk with enough Ki and movement and the Mobile Feat could equally kill a small group or heavily damage a high HP tank without risking opportunity attacks. A rogue with poison and advantage and the Skulker Feat is equally deadly with a set of hand crossbows. My point, when optimized, every class style has a job. Your Archery Fighter is doing his. He is just able to do his job really efficiently at the moment because the module and its encounters are allowing him to.

Sharpshooter is one of the most easy to build around feats I know of...and I employ it to brutal effectiveness with my Ranger. Add Colossus Slayer on to that (an extra 1d8 just for already being damaged) and I am often bringing down weak minions in one hit or heavy tanks in a few turns. Any class with the Archery fighting style takes that -5 penalty and makes it -3 ... for starters. Tacking +10 damage on for only -3 to hit is deadly.

So how do you counter this while playing by AL the rules?

Use the terrain, environment, and tactics efficiently.

The higher the AC of the target the more likely they are to miss...and misses will happen occasionally, especially if they have disadvantage. Force them in to melee or tight fighting spaces where they can't attack at range. An Archer needs a clear line of sight so use cover often when you can. Send your melee units after them. To put their ranged attacks at disadvantage and force opportunity attacks. Any moment where they can't attack at range is a moment a different player can shine. Otherwise this archer is doing its job by playing by the rules.

An example? The AL Module Lost Mines of Phandelver puts the players in Wave Echo Cave for the last sprawling dungeon with several encounters. Most of the mine is narrow, with small rooms and only a small handful of open rooms where encounters take place. Even the fight with the primary antagonist gives pillars and obstructions to take full cover behind. This entire final dungeon shut down my own player using a heavily optimized Sharpshooter Hunter Ranger almost completely; forcing him to pull out those short swords and go melee. It was fun and engaging to watch him have to change tactics to suit the environment.

The problem is, as it applies to AL play, the character is doing nothing that you CAN reduce the impact of directly since you can not alter the encounters drastically or use homebrewed rules. Every character made thier choice of feats and fighting styles and spells using the allowed strict rules of Adventure League Play. An Archery Fighting Style Fighter with Sharpshooter is deadly. The important part is they are deadly only at range and against no more than a small group of targets.

A spellcaster with Fireball has the chance of obliterating a large swath of low HP minions. A monk with enough Ki and movement and the Mobile Feat could equally kill a small group or heavily damage a high HP tank without risking opportunity attacks. A rogue with poison and advantage and the Skulker Feat is equally deadly with a set of hand crossbows.

My point, when optimized, every class style has a job. Your Archery Fighter is doing his. He is just able to do his job really efficiently at the moment because the module and its encounters are allowing him to. Being optimized to tack +10 damage on to a ranged attack for only -3 to hit is deadly, no matter what other abilities or Features you add to the equation. Colossus Slayer, Extra Attack, Action Surge, +4 Favored Enemy damage... these are secondary additions that contribute to, but do not cause, your main concern.

So how do you counter Sharpshooter while playing by AL the rules?

Use the terrain, environment, and tactics efficiently.

The higher the AC of the target the more likely they are to miss...and misses will happen occasionally, especially if they have disadvantage. Force them in to melee or tight fighting spaces where they can't attack at range. An Archer needs a clear line of sight so use cover often when you can. Send your melee units after them. To put their ranged attacks at disadvantage and force opportunity attacks. Any moment where they can't attack at range is a moment a different player can shine. Otherwise this archer is doing its job by playing by the rules.

An example? The AL Module Lost Mines of Phandelver puts the players in Wave Echo Cave for the last sprawling dungeon with several encounters. Most of the mine is narrow, with small rooms and only a small handful of open rooms where encounters take place. Even the fight with the primary antagonist gives pillars and obstructions to take full cover behind. This entire final dungeon shut down my own player using a heavily optimized Sharpshooter Hunter Ranger almost completely; forcing him to pull out those short swords and go melee. It was fun and engaging to watch him have to change tactics to suit the environment.

5 Fixed spelling
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The problem is, as it applies to AL play, the character is doing nothing that you CAN reduce the impact of directly since you can not alter the encounters drastically or use homebrewed rules. Every character made thier choice of feats and fighting styles and spells using the allowed strict rules of Adventure League Play. An Archery Fighting Style Fighter with Sharpshooter is deadly. The important part is they are deadly only at range and against no more than a small group of targets.

A spellcaster with Fireball has the chance of obliterating a large swath of low HP minions. A monk with enough Ki and movement and the Mobile Feat could equally kill a small group or heavily damage a high HP tank without risking opportunity attacks. A rogue with poison and advantage and the Skulker Feat is equally deadly with a set of hand crossbows. My point, when optimized, every class style has a job. Your Archery Fighter is doing his. He is just able to do his job really efficiently at the moment because the module and its encounters are allowing him to.

Sharpshooter is one of the most easy to build around feats I know of...and I employ it to brutal effectiveness with my Ranger. Add Colossus Slayer on to that (an extra 1d8 just for already being damaged) and I am often bringing down weak minions in one hit or heavy tanks in a few turns. Any class with the Archery fighting style takes that -5 penalty and makes it -3 ... for starters. Tacking +10 damage on for only -3 to hit is deadly.

So how do you counter this while playing by AL the rules?

Use the terrain, environment, and tactics efficiently.

The higher the AC of the target the more likely they are to miss...and misses will happen occasionally, especially if they have disadvantage. Force them in to melee or tight fighting spaces where they cantcan't attack at range. An Archer needs a clear line of sight so use cover often whebwhen you can. Send your melee units after them. To put thiertheir ranged attacks at disadvantage and force opportunity attacks. Any moment where they cantcan't attack at range is a moment a different player can shine. Otherwise this archer is doing its job by playing by the rules.

An example? The AL Module Lost Mines of Phandelver puts the players in Wave Echo Cave for the last sprawling dungeon with several encounters. Most of the mine is narrow, with small rooms and only a small handful of open rooms where encounters take place. Even the fight with the primary antagonist gives pillars and obstructions to take full cover behind. This entire final dungeon shut down my own player using a heavily optimized Sharpshooter Hunter Ranger almost completely; forcing him to pull out those Shortswordsshort swords and go melee. It was fun and engaging to watch him have to change tactics to suit the environment.

The problem is, as it applies to AL play, the character is doing nothing that you CAN reduce the impact of directly since you can not alter the encounters drastically or use homebrewed rules. Every character made thier choice of feats and fighting styles and spells using the allowed strict rules of Adventure League Play. An Archery Fighting Style Fighter with Sharpshooter is deadly. The important part is they are deadly only at range and against no more than a small group of targets.

A spellcaster with Fireball has the chance of obliterating a large swath of low HP minions. A monk with enough Ki and movement and the Mobile Feat could equally kill a small group or heavily damage a high HP tank without risking opportunity attacks. A rogue with poison and advantage and the Skulker Feat is equally deadly with a set of hand crossbows. My point, when optimized, every class style has a job. Your Archery Fighter is doing his. He is just able to do his job really efficiently at the moment because the module and its encounters are allowing him to.

Sharpshooter is one of the most easy to build around feats I know of...and I employ it to brutal effectiveness with my Ranger. Add Colossus Slayer on to that (an extra 1d8 just for already being damaged) and I am often bringing down weak minions in one hit or heavy tanks in a few turns. Any class with the Archery fighting style takes that -5 penalty and makes it -3 ... for starters. Tacking +10 damage on for only -3 to hit is deadly.

So how do you counter this while playing by AL the rules?

Use the terrain, environment, and tactics efficiently.

The higher the AC of the target the more likely they are to miss...and misses will happen occasionally, especially if they have disadvantage. Force them in to melee or tight fighting spaces where they cant attack at range. An Archer needs a clear line of sight so use cover often wheb you can. Send your melee units after them. To put thier ranged attacks at disadvantage and force opportunity attacks. Any moment where they cant attack at range is a moment a different player can shine. Otherwise this archer is doing its job by playing by the rules.

An example? The AL Module Lost Mines of Phandelver puts the players in Wave Echo Cave for the last sprawling dungeon with several encounters. Most of the mine is narrow, with small rooms and only a small handful of open rooms where encounters take place. Even the fight with the primary antagonist gives pillars and obstructions to take full cover behind. This entire final dungeon shut down my own player using a heavily optimized Sharpshooter Hunter Ranger almost completely; forcing him to pull out those Shortswords and go melee. It was fun and engaging to watch him have to change tactics to suit the environment.

The problem is, as it applies to AL play, the character is doing nothing that you CAN reduce the impact of directly since you can not alter the encounters drastically or use homebrewed rules. Every character made thier choice of feats and fighting styles and spells using the allowed strict rules of Adventure League Play. An Archery Fighting Style Fighter with Sharpshooter is deadly. The important part is they are deadly only at range and against no more than a small group of targets.

A spellcaster with Fireball has the chance of obliterating a large swath of low HP minions. A monk with enough Ki and movement and the Mobile Feat could equally kill a small group or heavily damage a high HP tank without risking opportunity attacks. A rogue with poison and advantage and the Skulker Feat is equally deadly with a set of hand crossbows. My point, when optimized, every class style has a job. Your Archery Fighter is doing his. He is just able to do his job really efficiently at the moment because the module and its encounters are allowing him to.

Sharpshooter is one of the most easy to build around feats I know of...and I employ it to brutal effectiveness with my Ranger. Add Colossus Slayer on to that (an extra 1d8 just for already being damaged) and I am often bringing down weak minions in one hit or heavy tanks in a few turns. Any class with the Archery fighting style takes that -5 penalty and makes it -3 ... for starters. Tacking +10 damage on for only -3 to hit is deadly.

So how do you counter this while playing by AL the rules?

Use the terrain, environment, and tactics efficiently.

The higher the AC of the target the more likely they are to miss...and misses will happen occasionally, especially if they have disadvantage. Force them in to melee or tight fighting spaces where they can't attack at range. An Archer needs a clear line of sight so use cover often when you can. Send your melee units after them. To put their ranged attacks at disadvantage and force opportunity attacks. Any moment where they can't attack at range is a moment a different player can shine. Otherwise this archer is doing its job by playing by the rules.

An example? The AL Module Lost Mines of Phandelver puts the players in Wave Echo Cave for the last sprawling dungeon with several encounters. Most of the mine is narrow, with small rooms and only a small handful of open rooms where encounters take place. Even the fight with the primary antagonist gives pillars and obstructions to take full cover behind. This entire final dungeon shut down my own player using a heavily optimized Sharpshooter Hunter Ranger almost completely; forcing him to pull out those short swords and go melee. It was fun and engaging to watch him have to change tactics to suit the environment.

4 added 741 characters in body
source | link

The problem is, as it applies to AL play, the character is doing nothing that you CAN reduce the impact of directly since you can not alter the encounters drastically or use homebrewed rules. Every character made thier choice of feats and fighting styles and spells using the allowed strict rules of Adventure League Play. An Archery Fighting Style Fighter with Sharpshooter is deadly. The important part is they are deadly only at range and against no more than a small group of targets.

A spellcaster with Fireball has the chance of obliterating a large swath of low HP minions. A monk with enough Ki and movement and the Mobile Feat could equally kill a small group or heavily damage a high HP tank without risking opportunity attacks. A rogue with poison and advantage and the Skulker Feat is equally deadly with a set of hand crossbows. My point, when optimized, every class style has a job. Your Archery Fighter is doing his. He is just able to do his job really efficiently at the moment because the module and its encounters are allowing him to.

Sharpshooter is one of the most easy to build around feats I know of...and I employ it to brutal effectiveness with my Ranger. Add Colossus Slayer on to that (an extra 1d8 just for already being damaged) and I am often bringing down weak minions in one hit or heavy tanks in a few turns. Any class with the Archery fighting style takes that -5 penalty and makes it -3 ... for starters. Tacking +10 damage on for only -3 to hit is deadly.

So how do you counter this while playing by AL the rules?

Use the terrain, environment, and tactics efficiently.

The higher the AC of the target the more likely they are to miss...and misses will happen occasionally, especially if they have disadvantage. Force them in to melee or tight fighting spaces where they cant attack at range. An Archer needs a clear line of sight so use cover often wheb you can. Send your melee units after them. To put thier ranged attacks at disadvantage and force opportunity attacks. Any moment where they cant attack at range is a moment a different player can shine. Otherwise this archer is doing its job by playing by the rules.

An example? The AL Module Lost Mines of Phandelver puts the players in Wave Echo Cave for the last sprawling dungeon with several encounters. Most of the mine is narrow, with small rooms and only a small handful of open rooms where encounters take place. Even the fight with the primary antagonist gives pillars and obstructions to take full cover behind. This entire final dungeon shut down my own player using a heavily optimized Sharpshooter Hunter Ranger almost completely; forcing him to pull out those Shortswords and go melee. It was fun and engaging to watch him have to change tactics to suit the environment.

The problem is, as it applies to AL play, the character is doing nothing that you CAN reduce the impact of directly since you can not alter the encounters drastically or use homebrewed rules. Every character made thier choice of feats and fighting styles and spells using the allowed strict rules of Adventure League Play. An Archery Fighting Style Fighter with Sharpshooter is deadly. The important part is they are deadly only at range and against no more than a small group of targets.

A spellcaster with Fireball has the chance of obliterating a large swath of low HP minions. A monk with enough Ki and movement and the Mobile Feat could equally kill a small group or heavily damage a high HP tank without risking opportunity attacks. A rogue with poison and advantage and the Skulker Feat is equally deadly with a set of hand crossbows. My point, when optimized, every class style has a job. Your Archery Fighter is doing his. He is just able to do his job really efficiently at the moment because the module and its encounters are allowing him to.

Sharpshooter is one of the most easy to build around feats I know of...and I employ it to brutal effectiveness with my Ranger. Add Colossus Slayer on to that (an extra 1d8 just for already being damaged) and I am often bringing down weak minions in one hit or heavy tanks in a few turns. Any class with the Archery fighting style takes that -5 penalty and makes it -3 ... for starters. Tacking +10 damage on for only -3 to hit is deadly.

So how do you counter this while playing by AL the rules?

The higher the AC of the target the more likely they are to miss...and misses will happen occasionally, especially if they have disadvantage. Force them in to melee or tight fighting spaces where they cant attack at range. An Archer needs a clear line of sight so use cover often wheb you can. Send your melee units after them. To put thier ranged attacks at disadvantage and force opportunity attacks. Any moment where they cant attack at range is a moment a different player can shine. Otherwise this archer is doing its job by playing by the rules.

The problem is, as it applies to AL play, the character is doing nothing that you CAN reduce the impact of directly since you can not alter the encounters drastically or use homebrewed rules. Every character made thier choice of feats and fighting styles and spells using the allowed strict rules of Adventure League Play. An Archery Fighting Style Fighter with Sharpshooter is deadly. The important part is they are deadly only at range and against no more than a small group of targets.

A spellcaster with Fireball has the chance of obliterating a large swath of low HP minions. A monk with enough Ki and movement and the Mobile Feat could equally kill a small group or heavily damage a high HP tank without risking opportunity attacks. A rogue with poison and advantage and the Skulker Feat is equally deadly with a set of hand crossbows. My point, when optimized, every class style has a job. Your Archery Fighter is doing his. He is just able to do his job really efficiently at the moment because the module and its encounters are allowing him to.

Sharpshooter is one of the most easy to build around feats I know of...and I employ it to brutal effectiveness with my Ranger. Add Colossus Slayer on to that (an extra 1d8 just for already being damaged) and I am often bringing down weak minions in one hit or heavy tanks in a few turns. Any class with the Archery fighting style takes that -5 penalty and makes it -3 ... for starters. Tacking +10 damage on for only -3 to hit is deadly.

So how do you counter this while playing by AL the rules?

Use the terrain, environment, and tactics efficiently.

The higher the AC of the target the more likely they are to miss...and misses will happen occasionally, especially if they have disadvantage. Force them in to melee or tight fighting spaces where they cant attack at range. An Archer needs a clear line of sight so use cover often wheb you can. Send your melee units after them. To put thier ranged attacks at disadvantage and force opportunity attacks. Any moment where they cant attack at range is a moment a different player can shine. Otherwise this archer is doing its job by playing by the rules.

An example? The AL Module Lost Mines of Phandelver puts the players in Wave Echo Cave for the last sprawling dungeon with several encounters. Most of the mine is narrow, with small rooms and only a small handful of open rooms where encounters take place. Even the fight with the primary antagonist gives pillars and obstructions to take full cover behind. This entire final dungeon shut down my own player using a heavily optimized Sharpshooter Hunter Ranger almost completely; forcing him to pull out those Shortswords and go melee. It was fun and engaging to watch him have to change tactics to suit the environment.

3 added 619 characters in body
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2 added 636 characters in body
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