Sgt. Cookie
2012-04-06, 12:24 PM
I think we can all agree, ranged combat is awful. So, I, Sgt. Cookie, will attempt to fix that. Lets go, shall we?:
Ranged weapons
Note: By using this system, the current way ranged weapons are handled is not used. While this system will reference the original rules, do not use them as written in the PHB.
Ranged weapons come in two varieties: Thrown and Projectile. We will deal with projectile first and thrown later.
Projectile Weapons:
Range increments: Range increments, as present in the PHB, are no longer used, this will be replaced by "Ideal range".
Maximum range: The maximum range of projectile weapons is unchanged.
Ideal range: A projectile weapon has an ideal range, this range is dependent on the weapon and the skill, or lack thereof, of the user.
To figure out a weapon's ideal range, you must do two things (A long bow and a Dex mod of +4 will be used as an example):
First, double the weapons original range increment, so our "base" range is 200 feet.
Then multiply your Dexterity modifier by 20, even if it is a negative number, so in this case we have a total of 80.
After that add the two together, so we have an ideal range of 280ft, meaning that no penalties are taken at ranges 280ft or less.
Then, subtract the ideal range from the total range, so we get 720.
Divide that number by 4, this gives us 180.
In total, this gives us 280ft of ideal range and four increments of 180ft. Those increments function like the PHB equivalent.
The formula:
Max range stays the same
Double range increments
Dex mod X 20
Base range increment +/- the answer to above = Ideal range
Ideal range - Max range
Answer to above / 4
Projectile weapons:
To come.
Ranged weapons
Note: By using this system, the current way ranged weapons are handled is not used. While this system will reference the original rules, do not use them as written in the PHB.
Ranged weapons come in two varieties: Thrown and Projectile. We will deal with projectile first and thrown later.
Projectile Weapons:
Range increments: Range increments, as present in the PHB, are no longer used, this will be replaced by "Ideal range".
Maximum range: The maximum range of projectile weapons is unchanged.
Ideal range: A projectile weapon has an ideal range, this range is dependent on the weapon and the skill, or lack thereof, of the user.
To figure out a weapon's ideal range, you must do two things (A long bow and a Dex mod of +4 will be used as an example):
First, double the weapons original range increment, so our "base" range is 200 feet.
Then multiply your Dexterity modifier by 20, even if it is a negative number, so in this case we have a total of 80.
After that add the two together, so we have an ideal range of 280ft, meaning that no penalties are taken at ranges 280ft or less.
Then, subtract the ideal range from the total range, so we get 720.
Divide that number by 4, this gives us 180.
In total, this gives us 280ft of ideal range and four increments of 180ft. Those increments function like the PHB equivalent.
The formula:
Max range stays the same
Double range increments
Dex mod X 20
Base range increment +/- the answer to above = Ideal range
Ideal range - Max range
Answer to above / 4
Projectile weapons:
To come.