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Aurelianus

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Aurelianus last won the day on September 27 2020

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  1. Sorry, I think I’m not being clear enough on some points, and it’s causing confusion When I say 100m, I mean 100m2. To me that’s the absolute upper limit for encounter size for multiple reasons, chief among them are real world feasibility and limits of the system. Because of the real world feasibility I agree with your OP that 1 square = 2m is the easiest way to represent that on an actual table top. It ends up being roughly equivalent to the normal 1 square = 5ft anyways. Encounters on that scale would be like the SGC operation to rescue Sha’re and the captured Abydonians on P8X-8
  2. It’s not about railroading or taking away player agency. It’s about effective encounter building, and how the rule set creates difficulties if you’re not careful. For example, the village set they started using on the show around season 8. They fought Jaffa, Wraith, and Ori on it. Each encounter was different, had episode specific stuff, but it was still the same set. What could break an encounter in that village is setting up the party with sniper rifles on a distant hill and trying to take down a Jaffa patrol in the village from 1500m away, and then having the Jaffa run at them f
  3. You make a lot of good points, and I think the crux of the issue is how all that translates to representation on the tabletop. I don’t think it’s necessary to get into the realism or granularity of real world firearms beyond some really basic points, because to do otherwise invites breaking the entire game framework D&D 5e is in many respects grounded in melee combat, and the ranges reflect that. Even most of the longest range spells and weapons top out at 120ft before you start rolling at disadvantage. If we take into consideration the constraints of tabletop play, the a
  4. I think Algernon hit the nail on the head, but do see where the physical real world limitations come in as well. The short range/long range from D&D just doesn't really account for modern firearms. The actual FNP90 has an effective/maximum range of 200m/1800m. I think instead of tying effective and short together you simply have close/effective as mentioned with the usual disclaimer that anything over effective is made with disadvantage. Even then the effective range will probably never come up too often since if we look at the skirmishes or even pitched battles on screen there was always
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