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Evaluating Range versus Damage (SS vs GWM) - putting a price on range
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<blockquote data-quote="clearstream" data-source="post: 7235310" data-attributes="member: 71699"><p>Yes, strictly speaking that is exactly what we're saying. I have been simplifying for emphasis. I use the label "<strong>ranged</strong>" to mean <strong>30' or greater</strong> reach, and "<strong>melee</strong>" to mean <strong>10' or lesser</strong> reach. Accuracy, awareness, and movement come into this, too -</p><p></p><p><strong>Force</strong> = damage*accuracy</p><p><strong>Applicable Force</strong> = force*intelligence*range*movement</p><p></p><p>I see a lot of theory-crafting around damage-dealing that ignores <em>applicability</em>. My abstract construct for force identifies that "<em>For damage to be effective, we must <u>apply</u> it</em>". I mean, when you write that down you think - "<em>Golly, that's hardly rocket science!</em>". Don't you? Think of the contrary construction, "<em>For damage to be effective, we need <u>not</u> apply it</em>".</p><p></p><p>Application requires awareness of target, range to target, ability to move to target: our ability to dominate in those dimensions will act as force <em>multipliers</em>. A simple case illustrates it</p><p></p><p></p><ul> <li data-xf-list-type="ul">A damage*accuracy=47, range 5, move 30</li> <li data-xf-list-type="ul">B damage*accuracy=44, range 120, move 30</li> <li data-xf-list-type="ul">intelligence is symmetrical: they are aware of each other</li> <li data-xf-list-type="ul">A starts 120 feet from B</li> </ul><p>In that scenario, we can intuit that A can Dash forward 60' each turn while B kites back 30' and looses four bolts. A will take at least 132 points of damage before A can reach melee with B.</p><p></p><p></p><p></p><ul> <li data-xf-list-type="ul">A damage*accuracy=47, range 5, move 30</li> <li data-xf-list-type="ul">B damage*accuracy=44, range 120, move 30</li> <li data-xf-list-type="ul">A starts 5 feet from B</li> </ul><p>In this scenario, B must accept at least one AoO from A every turn. Plus one attack if A rolled higher initiative. </p><p></p><p>Both scenarios are <strong>outliers</strong>. My observation is that scenarios <u>typically</u> start somewhere in between, entailing that B lands considerable damage on A, 44-88 points, before A can reply. A would need 14-28 turns to make up that difference.</p><p></p><p></p><p>I absolutely agree. The origin of D&D fantasy skirmishes lies in wargaming, and many of the things that are true for wargaming remain true for them. An equality between (firepower) and (range and movement) is a fundamental of wargaming, borne out over a vast number of played scenarios.</p><p></p><p>So I agree with you that there will be scenarios in which melee trumps range. Perhaps Sentinel is in play, the melee has high Stealth, and first contact is at 5'. However, our question isn't whether such scenarios can or cannot arise, but whether over a vast number of played scenarios whether range "<em>expects</em>" (typically enjoys) an advantage?</p><p></p><p>I also agree with you that Crossbow Expert is culpable, in obviating range's disadvantage in melee. However, I don't see why we want Sharpshooter to do Great Weapon Master damage at 120' reach?</p></blockquote><p></p>
[QUOTE="clearstream, post: 7235310, member: 71699"] Yes, strictly speaking that is exactly what we're saying. I have been simplifying for emphasis. I use the label "[B]ranged[/B]" to mean [B]30' or greater[/B] reach, and "[B]melee[/B]" to mean [B]10' or lesser[/B] reach. Accuracy, awareness, and movement come into this, too - [B]Force[/B] = damage*accuracy [B]Applicable Force[/B] = force*intelligence*range*movement I see a lot of theory-crafting around damage-dealing that ignores [I]applicability[/I]. My abstract construct for force identifies that "[I]For damage to be effective, we must [U]apply[/U] it[/I]". I mean, when you write that down you think - "[I]Golly, that's hardly rocket science![/I]". Don't you? Think of the contrary construction, "[I]For damage to be effective, we need [U]not[/U] apply it[/I]". Application requires awareness of target, range to target, ability to move to target: our ability to dominate in those dimensions will act as force [I]multipliers[/I]. A simple case illustrates it [LIST] [*]A damage*accuracy=47, range 5, move 30 [*]B damage*accuracy=44, range 120, move 30 [*]intelligence is symmetrical: they are aware of each other [*]A starts 120 feet from B [/LIST] In that scenario, we can intuit that A can Dash forward 60' each turn while B kites back 30' and looses four bolts. A will take at least 132 points of damage before A can reach melee with B. [LIST] [*]A damage*accuracy=47, range 5, move 30 [*]B damage*accuracy=44, range 120, move 30 [*]A starts 5 feet from B [/LIST] In this scenario, B must accept at least one AoO from A every turn. Plus one attack if A rolled higher initiative. Both scenarios are [B]outliers[/B]. My observation is that scenarios [U]typically[/U] start somewhere in between, entailing that B lands considerable damage on A, 44-88 points, before A can reply. A would need 14-28 turns to make up that difference. I absolutely agree. The origin of D&D fantasy skirmishes lies in wargaming, and many of the things that are true for wargaming remain true for them. An equality between (firepower) and (range and movement) is a fundamental of wargaming, borne out over a vast number of played scenarios. So I agree with you that there will be scenarios in which melee trumps range. Perhaps Sentinel is in play, the melee has high Stealth, and first contact is at 5'. However, our question isn't whether such scenarios can or cannot arise, but whether over a vast number of played scenarios whether range "[I]expects[/I]" (typically enjoys) an advantage? I also agree with you that Crossbow Expert is culpable, in obviating range's disadvantage in melee. However, I don't see why we want Sharpshooter to do Great Weapon Master damage at 120' reach? [/QUOTE]
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