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
Shooting at someone above you
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="LordEntrails" data-source="post: 7140564" data-attributes="member: 6804070"><p>@<em><strong><u><a href="http://www.enworld.org/forum/member.php?u=6887393" target="_blank">Soul Stigma</a></u></strong></em>,</p><p>I don't see cover and range being the same. i.e. I wouldn't add cover to adjust for some sort of "range" thing. Agreed that if the bluff, wall, or something else occludes the target, then apply cover as normal, irregardless of range.</p><p></p><p>Range, to me, accommodates two things; the distance off target based upon aiming error (i.e. 1 degree aiming error is not a big deal at 10 feet, but it is at 500 feet), and target deviation due to wind, drag, and imperfect aerodynamics, etc.</p><p></p><p>Does hitting a target high up (higher potential energy/higher in the gravity well) affected by range? Hmm.... thinking about it, I don't think it would affect accuracy, but it definitely would affect maximum range (since max range is dependent upon energy).</p><p></p><p>So, I guess (since I have now put more thought into this than I ever would while playing), I would use the simplest method for calculating if the target is in normal or long range (though hypotenuse would be most accurate). But, I would probably add horizontal distance plus positive vertical distance for max range. Meaning, a bow with a range of 150/600 feet would be at normal range for anything in 150 feet (true distance) in any direction. But, could only shoot 400 feet horizontal if the target was 200ft above the shooter. Or could shoot 800 feet horizontal if the target was 200ft below the shooter.</p><p></p><p>Conservation of energy or calculation of a ballistic trajectory I'm sure would prove those guideline wrong. But hey, that's too much worry for realistic physics!</p></blockquote><p></p>
[QUOTE="LordEntrails, post: 7140564, member: 6804070"] @[I][B][U][URL="http://www.enworld.org/forum/member.php?u=6887393"]Soul Stigma[/URL][/U][/B][/I], I don't see cover and range being the same. i.e. I wouldn't add cover to adjust for some sort of "range" thing. Agreed that if the bluff, wall, or something else occludes the target, then apply cover as normal, irregardless of range. Range, to me, accommodates two things; the distance off target based upon aiming error (i.e. 1 degree aiming error is not a big deal at 10 feet, but it is at 500 feet), and target deviation due to wind, drag, and imperfect aerodynamics, etc. Does hitting a target high up (higher potential energy/higher in the gravity well) affected by range? Hmm.... thinking about it, I don't think it would affect accuracy, but it definitely would affect maximum range (since max range is dependent upon energy). So, I guess (since I have now put more thought into this than I ever would while playing), I would use the simplest method for calculating if the target is in normal or long range (though hypotenuse would be most accurate). But, I would probably add horizontal distance plus positive vertical distance for max range. Meaning, a bow with a range of 150/600 feet would be at normal range for anything in 150 feet (true distance) in any direction. But, could only shoot 400 feet horizontal if the target was 200ft above the shooter. Or could shoot 800 feet horizontal if the target was 200ft below the shooter. Conservation of energy or calculation of a ballistic trajectory I'm sure would prove those guideline wrong. But hey, that's too much worry for realistic physics! [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Shooting at someone above you
Top