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  1. huh?... I'm not sure I get your point, it sounds like you are trying to say that a tabletop roleplaying game should try to accurately model a military engagement even if that modeling does not actually work within the confines or play to the strengths of how it is being modeled? something else? You might want to get on those wormholes hyperdrives zat disintegration & so much more with the laws of physics if that's the case. You continue to pretend that this is not a tabletop rpg built for a setting By your argument the TV series was complete trash and was a badwrong version because the special effects budget was far lower than the movie due to the constraints of a weekly tv series. Because we are discussing a tabletop rpg, the constraints of a tabletop rpg need serious consideration. Try as you might, the needs of a tabletop RPG are inseperable from this discussionbecause it's a discussion about a tabletop rpg no matter how hard you try to argue from a position of absolute authority. Your refusal to concede those problems or argue the merits of ranges as is speaks volumes to the instability of your argument. Even if you ignore the medium crushing battlemat/vtt problems caused by the current ranges you still refuse to dive into the Theater of the mind problems Deriachi pointed out with the excessive specifics defined within ranges. a ttrpg should A: work great with a battlemat/vtt with lots of stuff that is really enhanced by that style of running/p;aying the game, B: Work great with theater of the mind style gameplay with lots of ways to really spotlight the powerful flexibility and highlighted narrative, or C : Some combination that floats comfortably between those two extremes. The current rules result in D : a bizarre combination that is problematic with all three and flails poorly in each rather than leaning into any. Sure there might be an E style, but you've thus far been utterly unwilling to even hint at an attempt to describe it. Last night you tried to claim that there were ttrpgs that lean heavy into totm and snub the power of narrative over hard and specific numbers as successful examples of D, but when asked to name some went strangely quiet & changed the subject. It's not just commercial mats, using a scale of 1 inch to 1 meter, the 200/1800 range p90 requires a mat that is 16.6feet/150ft (5.08M/45072M). That is utterly unworkable for the needs of a tabletop rpg. There is a reason why so many ttrpgs do not use 1 as the smallest unit of measurement & that gets into it. Changing the size of a square ion the fly is a disaster for a whole legion of reasons that include violations of the laws of physics.. that combined with the total inability to model a fractional square & resulting disasters when you start trying to is the reason why a square on the grid represents the smallest unit of measurement in a system. Space ships & vehicles in motion create some exceptions, but those don't even factor in because of the way even small arms ranges are so extreme. would a pistol with 20/40 fix the problems? not as long as the smallest unit of measurement is 1, however it barely brings the pistol into the realm of something that fits within the limitations of being modeled in a tabletop rpg while still doing nothing for things like the p90 & other such weapons that sport ranges entirely incompatible with the medium as the system's baselines are structured using 1m increments rather than 2 5 or 10. Also, you didn't raise even a single benefit of the ranges as is within the baselines of the system. Since you are incapable of accepting that a ttrpg should work within the confines of a ttrpg or lean to the strengths of one, here is a real tangible issue courtesy of someone in discord trying to use it as an example of how the ranges are good in combination of the firefight rules. Scene: The SGP team are trying to get a bunch of refugees back to the gate. They are being chased on foot be Jaffa and the Gliders are scouting the area to try and locate the SGP team members that are trying to lay an ambush. The gate is some 500m from the town where the refugees were located You have the following party - Alice: diplomat proficient in Common weapons, Sidearms. Max range bow: 50/200 - Bill: a scout proficient in Common weapons, Martial Arts, Bows, Sidearms, ShotgunsMax range bow: 50/200 - Dawn: Medic proficient in Common weapons, Sidearms, Shotguns Max range bow: 50/200 - Eddie: A scientist proficient in Common weapons, Sidearms, ExplosivesMax range bow: 50/200 - Francine: engineer proficient in Common weapons, Sidearms, Longarms Max range longarm 200/1800 - Greg: a soldier proficient in Common weapons, Martial Arts, Sidearms, LongarmsMax rangeLongarm 200/1800 Page ten has a section titled "Other Gaming Tools" that mentions theater of the mind(totm) & grid map+minis that covers both battlemats & vtts, despite your repeated assertions there is no third way mentioned & you've yet to describe much more than "use notepad" and "adapt". Lets use that stellar example of how the ranges as is & firefight rules really make for a winning gameplay experience with hypothetical totm game. -GM: "Ok, the refugees are in town 500 meters away & you need to help them flee from the jaffa to the stargate whereyou are" -Alice Bill Dawn & eddie laugh & note that their sidearm is 50/100 so they are going to be running for the next several rounds with a sigh. - Francine & Greg note the scope on their long arm & proceed to start shooting jaffa from the gate with no penalty. Given the 3/60 range on the jaffa staff weapon & 20/100 on the long range staff cannon. - GM: "No uhh you see it's really far so Francine & greg you can't do that because.... obstacle" - all players: Well lets work our way closer to the fleeing refugees.. How far are we? - GM about halfway, the refugees are really in a panic & the jaffa are really doing a number on them, looks like this module was written assuming you'd have killed 5-6 of the jaffa over the last 10 turns of dashing 12m/round& having to track everyone based on needlessly precise1m increments. -Alice Bill Dawn & eddie note that half of five hundred is still more than 50/100 & make a mental note to remember from game two on to ditch the pistol in favor of those bow the refugees have since it's also 1d6 damage but longer range - GM notices and makes a note to remember - Francine & greg: I start shooting at the jaffa - repeat for the next few rounds unil it starts being time to fallback to the gate with refugees while shooting. - after session report: gM... uhh... this was a trainwreck. Alice Bill Dawn & eddie: what the heck was that?! Why did I come today?! Francine & greg: Why do I have this off the chart range weapon if it breaks the game using it?! Totm using the short/medium/long ranges that tend to be in place with systems Deriachai raised & names shortened to first letters. - GM: Ok you got sent through the gate to p4x11111 o rescue some refugees fleeing from the jaffa. There is a town about an 20 minute walk away & maybe half that if you run. - Players: Can we see the town? - GM: Yea there are some trees & hills that are in the way sometimes, but you can see the simple primitve stone buildings & see that there are people there. The Jaffa are clearly making villagers do labor. -Greg: are we close to long range yet? - GM: not just yet but you walk a few more minutes & are in range - Francine: can I make out any commander types? - back & forth... survey says yes! - Francine: I point them out to greg & we start shooting using my scope to ignore the range penalty -Alice Bill Dawn & eddie:Our sidearms only do short & medium range, we close to medium range & start shooting - Thefour of them move forward one zone to enter range of shooting & being shot at by both staff weapons & staff cannons - Things continue well but this example assumes totm focused ranges are bake in rather than tacked on. If tacked on, the gm will need to interrupt the action to adjudicate how a skill with x meter range works in short/medium/long ranges. Lets go with a battlemat or vtt... Since the example was brought up to show how ranges and the 1m>10m square work in progress is a good thing... Right away bill & greg are going to be shooting anything getting near the refugees& with a speed of 6m move at a speed of 0 squares 1.2 squares 1.8 squares 2.4 squares, & so on If they are dashing it's 1.2 2.4 3.6 & so on. Not only is tracking that movement impossible that fraction is insanely important to some of them because Alice Bill Dawn & eddie are using the logical 50/100 sidearm giving them a range of 5-10 squares & the jaffa chasung refugees in the example of how these ranges shine are 500m(50 squares away) Right away Alice & greg are going to ignore the disadvantage thanks to use the scope on their longarm & begin shooting the Jaffa 500m away. Alice Dawn Eddie & Francine are going to spend the next dozen or so rounds dashing towards the jaffa chasing the refugees with the rounds to close largely depending on how direct the jaffa & refugees are. Meanwhile bill & greg have been making a normal attack roll every round, the combat was either an epic slog where 4 of the six players literally did nothing but try to get in range or things started at a closer & more reasonable range that makes the current extreme ranges a pointless hassle rather than an improvement. The ranges & baselines providing the structure supporting them are very problematic no matter which of the styles noted on page 10 you use when using an example someone on discord showed the strength these ranges & firefight encounter rules. If the ranges were more reasonable or the baseline rules structure did a better job supporting them the players might be working together, trying to help along the refugees, drawing fire, trying to use cover & so on through the rolling battle, but instead we have these ranges & supporting rules structure. You keep saying that grid mats & totm re just an option to dismiss the very real problems caused for trying to run a game in one of those styles but thus far have declined to paint a picture of these rules providing a smooth & engaging gameplay experience or even vaguely describe it. It's extremely clear that your argument & tone of absokute authority comes from the level of extreme inexperience that keeps you from being able to describe such an example of gameplay... but it'stime to dial back that absolute authority (currently your at about a 12 on a scale of 1-10) or start showing the one true way not related to using totm or grid maps that not even the introduction on page 10 could hint to. It's ok to be inexperienced, everyone has their first time playing a ttrpg & every gm at some point took that first scary step that goes with running the world for a bunch of friends.
  2. Turn that bolded bit around on it's head, you have it the wrong way around. You are saying that very real & tangible problems caused by the current ranges aren't a good reason for why those ranges should be reduced rather than actually defending those ranges or bringing up any merits of those ranges. Some of the things you raise are relevant to the context they were raised, while others narrow the scope of the problem in order to setup a strawman capable of being trivially attacked "my mat doesn't have enough tiles to catch the maximum range of a pistol" seems to me like a stupid reasoning. First off, No commercially available battlemat does & many VTTs like like roll20 run into similar trouble or worse. Second, if you have a VTT or even a custom football field sized battlemat you run into a second set of problems that are potentially even worse. The fact that it happens with pistol's short range highlights just how problematic it is for even longer ranged weapons to a critical degree. Defend why the current ranges are better for the game than the very real problems are a negative for it Also, "The laser rifle is 20/60 squares not the sgp pistol's 50/100 squares" is a poor comparison: laser beams lose coherency when fired through an atmosphere (things such as small water drops floating in the air refracting or difracting the beam), which greatly limit their range effectiveness; nothing to do with the air resistance a small projectile suffers when fired. This misses why bringing up the laser rifle was relevant & it wasn't because of physics. There has been a strong undercurrent of "The ranges are what they are & can't be changed" in what little defense people have made for the current ranges & those dmg firearms ranges are relevant because it shows they are not set by wotc. Combine that with the fact that current ranges are absurd by the standards of reality you have ranges that are not imposed by wotc, objectively problematic in multiple ways for playing a tabletop rpg, & in no way reflective of even a generous accounting of reality. If you want to defend the ranges have at it, but you need to do things like highlight up the merits they bring to the game because reality, 5e itself, & the needs of a tabletop rpg provide no support with nobody even attempting to suggest any.
  3. The two on the left seem to be pointing at the hand, but out of pure curiosity what is the difference between these two or is the still incorrect pointing at something other than the hand?
  4. This game builds on 5e but is not shackled to 5e unless you can cite wotc book & page number for tension dice, moxie & it's various uses in things like social encounters, mission points, 5 level classes, pointbuy feats, & so many other interesting improvements present in sgp. The folks at Wyvern can absolutely change the insane range parameters they themselvescurrently have set. Not only can they change them, they can do just like all those other things you can't cite wotc book & page number on & do something better. It's time for you to drop this preaching from on high defense of an obviously unworkable set of ranges and either espouse the virtues of it or admit that it's so unworkable even the lone defender can't actually defend it using any of the merits those ranges have.The insane ranges aren't set by wotc & here is proof so stop acting otherwise and either defend the ranges on whatever merits you seem to think they might have or allow others to provide constructive feedback & discussion without the needless disruption you are contributing. There are any number of ways to correct this self inflicted wound in the ruleset for SGP, but one critical thing is that the fix has to simply be capable of functioning (changing the size of gridines does not meet that very low bar so a different solution is required). Your "nothing can be done must remain broken" wardrum is unhelpful and actively prevents people from fleshing out a functional solution that might provide a baseline wyvern could use as inspiration or even a guidepost to avoid wasting time developing/testing a solution that fails at the very low bar of simply being possible like the idea of changing the size of squares on the fly from 1:1 to 1:10 from player to player. It the excessively long yet needlessly concrete ranges cause problems for tables that do not use a battlemat or vtt as well as both Deriachai & myself have pointed out in this thread. Since you admit that the rules are problematic for games that use either a battlemat or vtt & those same rules are inadequate for a theater of the mind game as well... exactly what fourth style of game are you saying the ranges are designed to fit well with. Given that you appear to be the only person excited to finally have a system designed to fit that unknown style of tabletop rpg, can you provide statistics showing its popularity in relation to ToTM battlemats & VTT usage. Ranges that "exceed the space representable by existing RP aides like battlemats and the computational limitations of [the most popular well known VTT roll20] are not inherently bad" they are failing at one of the most basic hurdles a tabletop RPG can be expected to clear with ease making the current ranges the rpg equivalent of this car. There are VTTs capable of handling the ranges provided, one of the developers of arkenforge said "millions is probably where you will start hitting floating point issues" in regards to how many squares large a map could theoretically be... Except the ranges still crash face first just as spectacularly into two different critical hurdles where the current rules massively fail on. Specifically: the pressure it places on the gm to make larger and larger maps causing the prep needed for a game to expand beyond any reasonable amount of time. "can I shoot them with my weapon from here" "um... one two three four five six seven eight nine ten eleven twelve thirteen fourteen fifteen sixteen seventeen eighteen nineteen twenty twenty one twenty two twenty three twenty four twenty five twenty six twenty seven twenty eight twenty nine thirty thirtyone thirtytwo thirtythree thirtyfour thirtyfive thirtysix thirty seven thirty eight thirtynine forty fortyone fortytwo forty three forty four forty five forty six forty seven forty eight forty nine fifty fifty one fifty two fifty three fifty four fifty five fifty six fifty seven fifty eight fifty nine sixty sixty one sixty two sixty three sixty four sixty five sixty six sixty seven sixty eight sixty nine seventy seventy one seventy two seventy three seventy four seventy five...." "hold on GM, there are a lot of really cool improvements on 5e in this game but this is monumentally stupid, lets play something else."
  5. Good catch, thanks for pointing out how unique that was! That is not "guy with a bow", it's he legendary armless windstrike archer of the local tribe on P9x-35r3543 who has made a reputation of killing the local system lord's jaffa one each day with impunity & vanishing without a trace before the search expands out that far... Interestingly enough, he' has the ancient gene and is using an ancient crafted bow named "heartpiercer" that helps direct the arrow at the electrical impulses of the target's heart using long distance force field based adjustments. Of course, bob over there just picked up a bow for the first time & is almost as good & his caretaker/student "õ¤«°" just picked up the first p90 he ever saw in his life & is shooting 200/1800 after an afternoon if that, When the baseline is so far beyond legendary nobody is legendary.
  6. While true that the ranges are absurd even by the standards of their real world equivalents, the problem is more that the ranges are so absurdly far beyond their real world counterparts that they explode past the limitations of a tabletop rpg in ways that are capable of causing significant problems. I think most of us would prefer to pay for a ruleset that is designed to work without obvious "see it from space" problems.
  7. Your entire post is ridiculous & can be summarized as "The fact that the rules as written are mechanically incapable of being supported by a battlemat & cause severe problems with both a vtt as well as ToTM is a nonissue because those ways of playing are badwrongfun & should not be used and good gm will invent new rules to fix the system level problem everyone seems to agree is a bad thing." Your game of calvinball must be a blast
  8. It's good to see this getting discussion again, The ranges as written are capability shattering for battlemats, an absolutely herculean effort for vtts, & needlessly in the way in a manner that thwarts ToTM. For the sake of clarity, Chessex make mats in these sizes (1inch=2.54cm) The Battlemat: 26” x 23½” (66cm x 60cm) The Megamat: 34½” x 48” (88cm x 122cm) Short range on a pistol and primitive bow is roughly double the small one and still exceeds the long edge of the massive 4 foot (1.219m) long big even for warhammer gamers megamat. Again, that;'s for short range on bow & pistol. at 30/150 the sling is still consuming the normal battlemat and coming pretty close to doing the same with the warhammer double table scale megamat. According to wikipedia, the compact p90 "was designed as a compact but powerful firearm for vehicle crews, operators of crew-served weapons, support personnel, special forces, and counter-terrorist groups" with a total length of 50.5 cm (19.9 in) & a barrel length of 26.4 cm (10.4 in). Not only is it very much NOT a long anything like the weapons used on this list where it does not even show up. has a 200/1800m range allowing it to look at the problems short range pistol bow or sling cause with battlemats and say "hold my beer... watch this". As of this reddit thread roll20 maps have a maximum grid area of 150x100 squares according to the first reply & in the second one someone reports that big maps put a load on PC computers to the degree that they have had players report issues with maps in the 50x50 range. While a local VTT pushed out to a second monitor on the GM's computer like arkenforge can handle dramatically larger maps That says nothing about the fact that even 50x50 is huge for most premade maps and just counting 200 squares for short range any time reinforcements are coming/ambushes are set/etc let alone filling it in on the map places a burden on the GM. that rockets right past unreasonable deep into comical. Resizing the battlefield so squares jump from 1m to 10m is completely impossible on a battlemap without redrawing the entire battlefield & replacing any props with a 1:10/10:1 scale version. Because assets/objects/whatever are scaled individually to a desired size on a vtt the gm would need to build two different maps & possibly be trying to run two games at once if the scale changes from player/weapon to player/weapon. I'm not aware of any vtt that allows you to adjust the gridlines of map because zoom in/out keeps them to scale allowing them to display both the immediate fight zoomed in as well as a larger dungeon(or whatever) layout by zooming out. All of these weapons have short ranges that cause very real playability problems making their "long" range effectively a waste of ink that causes one or more problems regardless of if your game is ToTM, Battlemat, or VTT to the point where melee weapons may as well not even be listed. It's not the end of the world to use reasonable ranges like d20 modern weapons(5ft squares), rifts, or even shadowrun style weapon based range increments (also 5ft) squares but the game is so different mechanically that it's almost impossible to compare without explaining a very complex combat system using dice pools , opposed rolls, & various skill/equipment/siuational/environment modifiers. You can still have long & short ranges, or fate style vaguely descriptive ranges, you can even have "You are going to spend all day setting up this one shot you still might miss while the rest of the group was playing a completely different game as usual or your absolutely going to miss unless your shooting a uilding...a large one... with a missile" type ranges like shadowrun's top end ranges... but short ranges with specific values of "you'll probably never need long range" and equally specific long ranges of "not markedly different from controlling a reaper drone from across the planet" just creates problems that outweigh the fun no matter if yoou run ToTM battlemat or VTT games.
  9. Don't be ridiculous, this is a game & There are multiple stargate tv series where a main character uses an alien/nontauri weapon despite joinnig the secret military agency. Not to mention... To take things one step further, even if we assume your words as the one true & only way to "play" the game, the design space is lacking for a GM to create new equipment that represents small & lateral improvements other than +1/+2/+3/etc, "more of a value that's already nearly always enough to nearly always be irrelevant", and "less of a value that's already low enough to nearly always be irrelevant" thereby getting hamstrung by the same problem you seem to be trying to dismiss as not relevant to the way it should be played.
  10. Right now weapons have: Name: Self Explanatory Tech Level: Usually 2-3 with a few exceptions, but mechanically there is very little impact beyond what amounts to "You can pick this weapon" & "You can't get more ammo for this" Damage: A simple die size or dice pool like 1d6, 1d8, 1d10, 2d6, 3d4, etc. Bigger is almost always better Type: What type of damage it does, fire pierce force etc. We don't have many monsters to compare to, but at least in standard d&d 5e shifted these from once relevant things affected by DR/x Resist/x & vulnerable/x to near irrelevant fluff on par with the color of a weapon. Range: In the case of practically every weapon this is currently scaled to "enough in nearly all circumstances" making it a value that does not significantly impact weapon choice. A longarm that deals +1 or extra damage but is limited by losing half two thirds or even three quarters of its range is objectively better as an example. Capacity: This has some value when a weapon has a notable reload time, but when you have 50 shots or even 15 or 5 shots to a 1-2 action reload it's not something t be particularly concerned about when choosing a weapon based largely on the die size. Going back to that longarm, if it has a capacity of 25 or even 1000 vrs 50 with it's still a no brain choice to grab the +1 900m range one Reload: most weapons have this as - 1 or 2 aside from super heavy duty stuff like grenade launchers flame throwers etc. If that +1 rifle had a 2 or even 3 round reload time it's not a significant concern to factor in simply because a player can just reload between fights where the action cost is nullified. All combined this leaves no room to differentiate a hypothetical larger weapon list that even the current ruleset displays as more than just hypothetical on page 63 "The standard issue longarm of the Phoenix Site is the P90, which is a Longarm with the automatic and reflex sight upgrades." vrs "The standard issue “sniper rifle” of the Phoenix Site, the SR9TC is a longarm with a reduced capacity but improved accuracy and stopping power. The SR9TC is a longarm with the high calibre and scope upgrade.". Yes they have different upgrades attached to them, but there are only so many ways you can combine them in balanced sensible ways. Both of those weapons have a short range of "more than enough" making the scope on the second niche at best. One is automatic 1d10 damage & one is merely semiautomatic 1d12 damage while both have an ammo capacity & range of "enough" & capacity/reload of "this is fine". It doesn't really matter if a third weapon is belt fed extended capacity or so on. The need for more mechanical values allowing subjective choice based on merits represented within the weapon statblocks themselves is critical because players can only be expected to read through so much homebrew stuff from a gm. It's one thing to read through a list of weapons made by the gm that have varying values for things that already exist, it's something entirely different to give them that same list with a couple pages of writeup on new values that were added that might conflict elsewhere in the system & need a constant series of one off "lets handle it like this" Even if all or nearly all weapons have the same values, simply having additional designspace within weapons where the gm can adjust things allows for it to e done by the GM with the much lower bar of working within the existing framework rather than creating a whole new one in need of balance & compatibility complications. Below are some possible areas where those subjective values could exist accuracy dropoff/gain: every N meters you suffer or benefit from -/+Y points. For whatever reason a given gun (such as a pistol) might have a -1 penalty to hit for every 1 meters (-1/1)while something else like the hk sr9tc on page 63 might only take -1 every 10 or 50 feet for -1/10 or -1/50. Meanwhile a Serrakin self guided Macguffin gun might work better the greater the distance & gain +1/5 or something minimum value on a damage die: Maybe the p95 shoots Naquadah enhanced rounds that are especially damaging that deal 1d8 damage with a minimum of a 4 on that d8 Knockback: How often did we see someone get hit by a staff weapon or have a staff weapon simply hit the ground near them & send them flying? Knockback could just be a simple value in meters where a medium sized target is knocked back that far when it's hit by that weapon. Maybe the value doubles or halves as sizes go down & up away from medium. What the weapon gets a critical hit or critical fail on other than 20 & 1. Maybe the Kull repeater is a 1d6 automatic plasma weapon that deals 1d6 instead of the Ma'Tok 3d6 but is extra scary because it gets a crit on a 19-20 & deals while an ashen blaster is 1d4 automatic & gets a crit on a 17-20. If the weapon affects the user's proficiency die or not & how (ie bump/shrink the die or set a minimum value on the die). The Ma'tok staff weapon only shoots once every other round due to the recharge1, but maybe it bumps the user's proficiency die by one step, allows the user to reroll anything less than 2 on the proficiency die or even sets the floor on the die to 50% the proficiency die so a d6 d8 d10 proficiency die user can't roll less than 3 4 & 5 respectively making the elite among the elites quite scary while still providing a nice benefit of a 2-4 proficiency die for cannon fodder. How much or what level of armor or damage reduction/resistance it ignores.. Armor piercing is pretty self explanatory to the point where tv & movies frequently use it as a big thing
  11. I'm not sure but armor should probably include speed penalties or something & none of the weapons seem to explicitly say they ever need two hands. Right now it seems like you could snipe from nearly 2km away while decked out like the bomb squad in tactical armor tactical helmet & carrying a Blast shield. Likewise with the same bomb squad loadout & a ma'tok jaffa staff weapon at closer range
  12. a penalty of 1-2 per 1-2 meters would go a long way towards acknowledging that stabbing someone in the kidney from arm's reach is dramatically easier than doing it with a ranged weapon from a football field or twenty yes. I think that any solution that includes words to the extent of "just don't use a battlemap & restrict yourself to theater of the mind" is a shortsighted & self inflicted wound. A system like fate core that relies on nebulous "zones" where ranged weapons can shoot 1-2 zones away works fine with theater of the mind, but 5e & the stargate 5e derivative has all of the ranges in concrete distances that do not always translate very well to the more nebulous & wishy-washy free form narrativist style that goes with "It's not designed for grid combat" type solutions
  13. 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.
  14. You are acting like the rules we have are completely unmodified 5e, have you not looked at the attributes & how moxie actually works, the classes & leveling, hp scaling, or the role & mechanics of of races & origins compared to stock 5e's races & backgrounds? Yes they use 5e as a base, but there are plenty of changes to it in order to make it fit the game they are buildingrather than the old d20 style that would frequently direct you to the phb
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