Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Dungeons & Dragons
How much range is enough?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Celebrim" data-source="post: 7294582" data-attributes="member: 4937"><p>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).</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 7294582, member: 4937"] 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. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
How much range is enough?
Top