tetrasodium Posted June 5, 2020 Share Posted June 5, 2020 (edited) No not the physics of projectiles effects of windspeed & other such such nonsense.... the reality that applies to us as tabletop gamers. Chessex seems to make such a large percentage of battlemaps that "chessex mat" is the vinyl grid map equivalent of postit note & qtip. Chessex mats come in two sizes. The Battlemat: 26” x 23½” (66cm x 60cm) The Megamat: 34½” x 48” (88cm x 122cm) From all appearances, the rules are written with the assumption that 1m=1 square, but 1 square=2m does not significantly change things First we have "common weapons" that might have been listed as archaic weapons in the d20 days Both a bow & a sling can shoot from one edge of the battlemat to the other edge without a penalty. & the megamat is not doing significantly better If you are willing to accept disadvantage then they can reach across several mats end to end for a truly excessive range given to the most primitive of ranged weapons. The Jaffa weapons are significantly better with the staff weapon needing to take disadvantage to hit the last 3-6 squares from the far edge of the map & the zat only able to reach about halfway. The tauri weapons are flatly obscene with a pistol able to reach everything on the megamat from anywhere. The grenade launcher has a close range of 3 megamats long end to long end while the longarm tops that with four megamats. Things go sideways from there with the longarm's disadvantage 1800 range that needs a mat taking up a sizable chunk of a football field (either version of football!). Clearly the ranges are unworkable with battlemaps Lets say that a game is using digital maps to bypass themeatspace limitations of not having multilple chessex mats or a football field sized room. I don't think roll20 can feed a map 1800 squares across but could be wrong. Since I use arkenforge and a tvbox that I know for a fact can handle that many squares & more we don'y need to wonder if my guess on roll20 is right or not. Even the 24 square range of 120' eldritch blast & the 20/30 range of heavy xbow/longbow is a chore that massively raises the overhead pf gm'ing as soon as PC's realize they can attack from max range on two sides & kite any outdoor enemies who have near zero chance of reaching either half of the party. The ranges are probably pulled from wikipedia or something & that's fine, but the point of a rpg is to be fun not simulate how far a bullet could theoretically punch through a paper target & current ranges are so generous they may as well just list "the entire map" or something. The navy pistol qualification test is more concerned with practical use of a pistol & uses the following ranges. Depending on if you use 1m or 2m squares that works out to3-5 squares for short range with a pistol using the first two ranges & 1m squares or 2-5 squares for the 7 & 15yard ranges. The marine corp rifle qualification uses targets with significantly longer ranges if you look at table1, but that allows the shooter to fire from sitting & prone position not moving 20m in 6 seconds while firing at a target 200-300 yards away. 5e does not model that in any meaningful way & the very real negative impact on gameplay is already out so it shouldn't be assumed the default range. Table2 however is much closer to being reasonable for a long range by at least limiting it to a single battlemat For long range attacks like carter here where she's standing motionless & effectively performing a full round action you can both model reality and improve the gameplay experience within the boundaries of tabletop gaming by making it a full round action to nip kiting in the bud & still allow a long range strike without making it the equivalent of rods from god or drone warfare. Edited June 5, 2020 by tetrasodium Quote Link to comment Share on other sites More sharing options...
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