Post by Light [Shearah] on Nov 28, 2018 22:44:20 GMT -5
Range
With the addition of grid combat, Range has become an important component for DnD. In addition to player movement range (Speed), each weapon and skill will now have a range indicator. Skill range is specified within the skill dojo itself, and purchased and looted items have their ranges indicated upon looting or within the shop. Weapon types, however, have preset range qualities, unless the item itself specifically notes it has special range rules. Below is a list of weapon types and their ranges:
Weapon Ranges:
Melee Weapons:
Swords, Maces, Daggers, Fist Weapons, Hammers, Mauls, Axes: 1 Square (5 ft)
Polearms (including Glaives), Bostaffs, and Warscythes: 2 Square Reach (10 ft); -50% damage if a Polearm user attacks the square directly in front of him/her (5 ft).
Ranged Weapons:
Throwing Knives, Javelins, and other Thrown Weapons: 3 Squares (15 ft)
Slingshots, Boomerangs, Dart Guns, and Shortbows: 5 Squares (25 ft)
Longbows and Crossbows: 6 Squares (30 ft)
Firearms (Pistols, Rifles, etc): 7 Squares (35 ft)
Magical Weapons (Wands, Staffs, etc): Global (no range but requires line-of-sight)
Striking Beyond Max Range:
Ranged weapons may attempt to strike beyond their maximum range. However, for every square (5ft) outside of max range the projectile attempts to travel, the user suffers a -15% accuracy penalty.
Speed
During Grid combat, positioning is very important. Every character can move as well as attack each turn. They can move a number of squares equal to their movement speed (to any of the 8 adjacent squares, including diagonal) if they do not attack, or move half of their speed (rounded down where necessary) and use an attack, skill or item.
Grid Combat
Grid combat adds another strategical element to DnD in the form of positioning your player.
Weapon ranges are displayed above, as are movement speeds. Skills currently do not have range information (I will update that soon) but most will follow a similar range to weapons. If there are any you're confused about, feel free to ask and I will clarify. 'Melee range' is considered as adjacent squares, including diagonally.
AoEs, within that, will typically affect a 3x3 area, but whether it affects the area around the player's space or the target's area will be specified in the skill description.
No players or enemies can occupy the same square. Attempting to move to an already occupied space will leave your resulting position to the GM's digression - which may render you out of range. Moving your player will involve stating which square you will move to - for example "(moving to B3 and using basic attack @ Enemy 1)".
Just because you are out of range does not mean you cannot attack - as stated above, ranged weapons can attack beyond maximum range. Some items and equipment can be used at range as well (range will be added to these as well in time, please give me time to do so). You can still come up with creative ways to attack! For example, an improvised weapon could be thrown, granting you a range of 3 squares.
With the addition of grid combat, Range has become an important component for DnD. In addition to player movement range (Speed), each weapon and skill will now have a range indicator. Skill range is specified within the skill dojo itself, and purchased and looted items have their ranges indicated upon looting or within the shop. Weapon types, however, have preset range qualities, unless the item itself specifically notes it has special range rules. Below is a list of weapon types and their ranges:
Weapon Ranges:
Melee Weapons:
Swords, Maces, Daggers, Fist Weapons, Hammers, Mauls, Axes: 1 Square (5 ft)
Polearms (including Glaives), Bostaffs, and Warscythes: 2 Square Reach (10 ft); -50% damage if a Polearm user attacks the square directly in front of him/her (5 ft).
Ranged Weapons:
Throwing Knives, Javelins, and other Thrown Weapons: 3 Squares (15 ft)
Slingshots, Boomerangs, Dart Guns, and Shortbows: 5 Squares (25 ft)
Longbows and Crossbows: 6 Squares (30 ft)
Firearms (Pistols, Rifles, etc): 7 Squares (35 ft)
Magical Weapons (Wands, Staffs, etc): Global (no range but requires line-of-sight)
Striking Beyond Max Range:
Ranged weapons may attempt to strike beyond their maximum range. However, for every square (5ft) outside of max range the projectile attempts to travel, the user suffers a -15% accuracy penalty.
Speed
During Grid combat, positioning is very important. Every character can move as well as attack each turn. They can move a number of squares equal to their movement speed (to any of the 8 adjacent squares, including diagonal) if they do not attack, or move half of their speed (rounded down where necessary) and use an attack, skill or item.
Grid Combat
Grid combat adds another strategical element to DnD in the form of positioning your player.
Weapon ranges are displayed above, as are movement speeds. Skills currently do not have range information (I will update that soon) but most will follow a similar range to weapons. If there are any you're confused about, feel free to ask and I will clarify. 'Melee range' is considered as adjacent squares, including diagonally.
AoEs, within that, will typically affect a 3x3 area, but whether it affects the area around the player's space or the target's area will be specified in the skill description.
No players or enemies can occupy the same square. Attempting to move to an already occupied space will leave your resulting position to the GM's digression - which may render you out of range. Moving your player will involve stating which square you will move to - for example "(moving to B3 and using basic attack @ Enemy 1)".
Just because you are out of range does not mean you cannot attack - as stated above, ranged weapons can attack beyond maximum range. Some items and equipment can be used at range as well (range will be added to these as well in time, please give me time to do so). You can still come up with creative ways to attack! For example, an improvised weapon could be thrown, granting you a range of 3 squares.