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How do you handle ranged attacks into melee?
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<blockquote data-quote="Tony Vargas" data-source="post: 7626878" data-attributes="member: 996"><p>As a practical matter of just keeping the game moving and fun, if an enemy is in range, and has no objects/terrain/whatever between you, don't worry about it - melee is supposed to be fluid, even if it seems like they're just standing toe to toe thwacking eachother on the head like Gauntlet sprites until one runs out of hps, so you can assume that the attacker waits a beat or two for the intended target to be open. It's convenient, one less thing to worry about.</p><p></p><p>If you want to take ranged attackers down a peg, you can start trying to think about how to handle cover, but it gets weird. If someone you could hurt with your attack is acting as cover for someone you want to hurt (are or more intent on hurting), how do you resolve that with D&D's simple binary d20 attack roll? There's the possibility you hit in spite of the cover, the possibility you shoot wide of both, the possibility you hit the cover in spite of trying not to...</p><p></p><p>You could just go old-school and determine the target randomly.</p><p></p><p>You could use some variation of advantage/disadvantage. Like choosing to attack with disadvantage as well as a cover penalty to avoid any chance of hitting an ally inadvertently providing cover to the enemy. Or, if you have advantage and miss due to the cover penalty, apply the lower roll (no penalty) to the creature that provided cover to see if it got hit, instead. Or, just, if you miss the target with cover, roll to hit the cover... Or, you could roll unmodified d20s when checking to see if you accidentally hit an unintended target. What about firing into a mass of foes not caring which one you hit, easier than hitting just one? </p><p></p><p></p><p>… "don't worry about it" isn't such a bad option. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p></blockquote><p></p>
[QUOTE="Tony Vargas, post: 7626878, member: 996"] As a practical matter of just keeping the game moving and fun, if an enemy is in range, and has no objects/terrain/whatever between you, don't worry about it - melee is supposed to be fluid, even if it seems like they're just standing toe to toe thwacking eachother on the head like Gauntlet sprites until one runs out of hps, so you can assume that the attacker waits a beat or two for the intended target to be open. It's convenient, one less thing to worry about. If you want to take ranged attackers down a peg, you can start trying to think about how to handle cover, but it gets weird. If someone you could hurt with your attack is acting as cover for someone you want to hurt (are or more intent on hurting), how do you resolve that with D&D's simple binary d20 attack roll? There's the possibility you hit in spite of the cover, the possibility you shoot wide of both, the possibility you hit the cover in spite of trying not to... You could just go old-school and determine the target randomly. You could use some variation of advantage/disadvantage. Like choosing to attack with disadvantage as well as a cover penalty to avoid any chance of hitting an ally inadvertently providing cover to the enemy. Or, if you have advantage and miss due to the cover penalty, apply the lower roll (no penalty) to the creature that provided cover to see if it got hit, instead. Or, just, if you miss the target with cover, roll to hit the cover... Or, you could roll unmodified d20s when checking to see if you accidentally hit an unintended target. What about firing into a mass of foes not caring which one you hit, easier than hitting just one? … "don't worry about it" isn't such a bad option. ;) [/QUOTE]
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How do you handle ranged attacks into melee?
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