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General Tabletop Discussion
*Dungeons & Dragons
Why is wotc still aiming for PCs with 10 *real word* feet of range? W/o vision range penalty/limit rules for the GM?
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<blockquote data-quote="Willie the Duck" data-source="post: 9013864" data-attributes="member: 6799660"><p>Credit where it is due. The ruleset of 'right now' does have has some helpful shutdowns present, even if people seem not to use them (usually for perfectly good reasons). Feats are optional*, meaning that sharpshooter is optional. Half and three-quarters cover are a lot easier for the DM to argue covers most situations than full cover. Especially if you include IRL realistic battlefield features such as <em>'this is wild plains, once you get off the trail the grass is chest high,'</em> or <em>'you are amongst deciduous trees, anything after a certain distance is likely to have a branch in the way,'</em> and <em>'there is a gradual incline here I'm not treating as difficult terrain, but it means you will not have a straight shot to your opponent after X feet.'</em> Likewise, being able to attack out to 600' is a lot less devastating when it's at disadvantage from 150' onwards). Another rule in the books that helps is tracking arrows (and encumbrance in general). Too few gold sinks after a certain point and <em>Bags of Holding</em> risk disrupting this limit, but OTOH it's not exactly a huge blatant-you-can't to suggest that it's inadvisable to store massively multiple sharp objects in a vessel that is destroyed (scattering all contents to the Astral Plane) if pierced or torn (else for what is the much-more-constrained Quiver of Ehlonna designed?).</p><p><span style="font-size: 9px">*I know, try telling that to your players. Putting them (and the multiclass rules) in the PHB instead of the DMG may have killed that option for most groups. Also, lots of DMs don't want to get rid of feats in general, because many are fun.</span></p><p></p><p>Think that's me (although I think I had it the other way, with the asterisk clarifying that usually the range would be far less than listed). Either way, it's still my preferred solution to the situation. Put an asterisk on the weapon chart, and a big paragraph in the encounter-designing and combat sections about how actual max bowshot or weapon-throw ranges are longer, but the situationals of un-massed skirmishing opponents and most combats not being on perfectly feature- and topography-less locations make effective combat range (for game-normal encounters) being much lower. Otherwise, if you do just reduce range in the books, we'd just end up with the reverse situation (someone wanting to shoot an arrow across a ravine or at a non-moving scarecrow in an empty flat field or such) complaining about how ridiculously short the ranges are.</p></blockquote><p></p>
[QUOTE="Willie the Duck, post: 9013864, member: 6799660"] Credit where it is due. The ruleset of 'right now' does have has some helpful shutdowns present, even if people seem not to use them (usually for perfectly good reasons). Feats are optional*, meaning that sharpshooter is optional. Half and three-quarters cover are a lot easier for the DM to argue covers most situations than full cover. Especially if you include IRL realistic battlefield features such as [I]'this is wild plains, once you get off the trail the grass is chest high,'[/I] or [I]'you are amongst deciduous trees, anything after a certain distance is likely to have a branch in the way,'[/I] and [I]'there is a gradual incline here I'm not treating as difficult terrain, but it means you will not have a straight shot to your opponent after X feet.'[/I] Likewise, being able to attack out to 600' is a lot less devastating when it's at disadvantage from 150' onwards). Another rule in the books that helps is tracking arrows (and encumbrance in general). Too few gold sinks after a certain point and [I]Bags of Holding[/I] risk disrupting this limit, but OTOH it's not exactly a huge blatant-you-can't to suggest that it's inadvisable to store massively multiple sharp objects in a vessel that is destroyed (scattering all contents to the Astral Plane) if pierced or torn (else for what is the much-more-constrained Quiver of Ehlonna designed?). [SIZE=1]*I know, try telling that to your players. Putting them (and the multiclass rules) in the PHB instead of the DMG may have killed that option for most groups. Also, lots of DMs don't want to get rid of feats in general, because many are fun.[/SIZE] Think that's me (although I think I had it the other way, with the asterisk clarifying that usually the range would be far less than listed). Either way, it's still my preferred solution to the situation. Put an asterisk on the weapon chart, and a big paragraph in the encounter-designing and combat sections about how actual max bowshot or weapon-throw ranges are longer, but the situationals of un-massed skirmishing opponents and most combats not being on perfectly feature- and topography-less locations make effective combat range (for game-normal encounters) being much lower. Otherwise, if you do just reduce range in the books, we'd just end up with the reverse situation (someone wanting to shoot an arrow across a ravine or at a non-moving scarecrow in an empty flat field or such) complaining about how ridiculously short the ranges are. [/QUOTE]
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Community
General Tabletop Discussion
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Why is wotc still aiming for PCs with 10 *real word* feet of range? W/o vision range penalty/limit rules for the GM?
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