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D&D 5E How much range is enough?

Coroc

Hero
[MENTION=6890747]ro[/MENTION] there is no need for that. Any pc specialised in ranged weapons considers taking ss feat not only because of the switchable -5 +10 boost but because it ignores partial cover.

Long ranges of weapons in my campaign only kick in in very tactical situations and only out in the open. A dungeon or even a cityscape reduces the meaningful combat distance so much that the range of ranged weapons is always enough.
 

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I see 30' ranges come up frequently in combat as a constraint. 60' is a key range for Counterspell, with opposing wizards taking steps to be more than that from opposing casters when possible.
 

ro

First Post
What if ranges were shortened, to make it more substantial what weapon you choose, but an extra-long range was added:

Range

A weapon that can be used to make a ranged Attack has a range in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon’s normal range in feet, and the second indicates the weapon’s long range. When attacking a target beyond normal range, you have disadvantage on the Attack roll. Due to the speed of combat, you can’t ordinarily Attack a target beyond the weapon’s long range.

However, each weapon with the ammunition property has an extra-long maximum range of 10 * its normal range. By spending two consecutive attacks (with no intervening actions), you can Attack a target within this extra-long range. You have disadvantage on this Attack roll.
Bows
Close
Dis
Long
Shortbow
30
45
300
Hunter's Bow
60
90
600
Warbow
90
120
900
Longbow
120
150
1200
 
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Xetheral

Three-Headed Sirrush
I'm going to disagree with the other posters.

In a sandbox or combat-as-war style game, range is incredibly important because it often lets one choose the encounter distance (within terrain constraints). A character or party that can engage at a longer range and that also isn't at a speed disadvantage has the even greater advantage of the choice whether or not combat occurs at all. And with an outright speed advantage over the opposition, a range advantage enables hit-and-run attacks to be made with impunity.

In a game consisting mostly of DM-determined encounters, yes, the value of range tends to be greatly diminished. But that isn't every game. The more the players' actions are allowed to detetmine what happens in the game, the more valuable a range advantage becomes.
 

Lord_Blacksteel

Adventurer
Wilderness travel and encounters, urban encounters, and flying characters or flying creatures all bring range into play in significant ways. Movement speeds of your party and those of hostile creatures are all factors here too. If a flying creature has a 150' breath weapon or a flying sorcerer has a spell with a 200' range and your best ranged weapon is 120' you may be in trouble.

Range doesn't have to matter in every encounter but it seems like it should come up often enough to matter in a lot of campaigns.
 

The general consensus, then, is that long range doesn't usually matter. Is there a way to shorten weapon ranges to make them broadly significant while still retaining access to an extra-long range option for the edge cases?
Unless they have the specific feat, most ranged combat is conducted within the Short range of a weapon. That is generally much less than the max range possible. The distinction between a 50ft short range and a 20ft short range is more important than a difference in max ranges I think.
 

Celebrim

Legend
Range is significant only in a sandbox environment where the DM consciously makes an effort to use diverse encounter distances and terrain features. You also have to consciously create dungeons with rooms bigger than the typical 30'x40' dungeon room, otherwise pretty much all ranged attacks will be at more or less point blank range. Rarely does range come up in an adventure path, unless the players are the instigators (often as rules lawyers).

One problem I find is common with DMs is that they end up having every encounter be an ambush - usually at close range to ensure maximum carnage. This is I think a legacy of 1e era play where the rules typically had combat over before the first round was finished, so the initiative roll could be considered the 'midgame'. Also I think it comes from a combination of player vs. DM mentality, and not wanting an encounter to be easy, or wanting to impress the players with the monster.

Range becomes a very large consideration in ocean combat, combat with flying creatures, combat on open ground (plains, bandlands, meadows), and siege/standoff situations. It can play a huge roll is skirmish situations, kiting situations, and chase scenes, particularly if you run chase scenes with different movement rules than typical combat.

When reading an RPG rules system, one of the things I look for is its ability to handle certain difficult to handle scenarios well - man vs. cat, hunter vs. deer, and so forth. One extremely difficult to handle scenario that is potentially actually common and relevant to play, is "Party versus sniper" or "party versus distributed skirmishers." A typical scenario might be a group of hobgoblins with longbows is arranged in a wide arc, and have hidden themselves with natural terrain features (trees, rock outcroppings, etc.). There are 30-60 feet between each archer and they diameter of their killing field is 100-200 yards. How does this combat play out in the games rules? Note for example whether running quickly actually makes the targets easier to hit at range rather than harder to hit in this situation. Similarly, another common scenario which comes up a lot is there is an assassin with a crossbow on a rooftop some 50 yards away. The assassin is very skilled at hiding, and it may even be dark. How does this combat play out? The interplay of the games rules on range attacks and spotting things at range is extremely important here. 3e's RAW is actually flat out broken because it assumes an encounter distance of no more than a few score feet.
 
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FreeTheSlaves

Adventurer
I recently had an encounter in a glacial valley where manticores were swooping down from behind ledges and outcrops to within their optimal 100' spike range.

The PCs with longbows were engaging immediately at starting ranges of 200-300'. Extra attack with 14+ Dex were scoring hits even at disadvantage.

Long ranges matter.

And sharp shooter's long range no penalty is very appealing to the ranger.
 

Tinker

First Post
Assumes? By imposing -1 to spot (and listen) or 10ft distance? I'm looking sceptically at that rule myself. Any ideas for improvement? Pm or move to the old eds board if that's too much of a thread hijack for the 5e forum!

Sent from my Wileyfox Swift using EN World mobile app
 

Yaarel

🇮🇱He-Mage
For D&D combat, only two ranges are important.

Close range: upto 30 feet
Far range: more than 30 feet



Theoretically 300 feet, being within the approximate range of a bow shot, could matter, but such distances almost never happen in combat.

Maybe if doing a naval battle, where the fight ship versus ship, instead of combatant versus combatant, the difference between 300 feet and 3000 feet might start to matter.
 

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