Distances
I don't use miniatures, and rarely even use maps, so I don't have much use for measuring distance in feet or inches or what-have-you. Here are the descriptive units of distance I do use instead:
1. Touch/Grapple
Combat: only small weapons are effective (dagger, fists, very small pistol)
Communication: whispers
2. Melee
Combat: standard hand-to-hand distance
Communication: low-talking
3. Near/Reach
Combat: long weapons (spears, pole arms, whips)
Communication: normal speech
4. Thrown
Combat: ranged weapons are effective; objects can be thrown (rocks, daggers, axes)
Communication: raised speech
5. Short-range
Combat: small bow, pistols, sling
Communication: shouting
6. Long-range
Combat: long bows, crossbows
Communication: loud yelling heard indistinctly.
7. Very Long-range
Combat: siege weapons, sniper rifles
Communication: horns and drums
8. Far-Away.
Only advanced technology or magic can have an affect over this distance.
Encounter Awareness
This replaces rolling separately for surprise and encounter distance, and is totally derived from Goblin Punch.
2d6 for each side for each side to see when they potentially become aware of the other. The side with the higher roll has a chance to surprise-attack the other from the indicated distance.
Awareness in the Underworld and Cities
2d6 for each side
2 Touch/Grapple
3-5 Melee
6-8 Thrown
9-10 Short-range
11 Long-range
12 Very Long-range
Awareness in the Wilderness and Wide-Open Spaces
2d6 for each side
2 Touch/Grapple
3-4 Melee
5-6 Thrown
7-8 Short-range
9-10 Long-range
11-12 Very Long-range
Stealth
If either side is being actively stealthy, the roll to detect them is at -2. You cannot be stealthy in plate armor or while carrying torches in the dark.
There's no need for a DEX check to be stealthy, in this instance. You're just trying to not draw attention to yourself. Save the DEX check for trying to sneak past someone actively on the look-out for you.
I don't use miniatures, and rarely even use maps, so I don't have much use for measuring distance in feet or inches or what-have-you. Here are the descriptive units of distance I do use instead:
1. Touch/Grapple
Combat: only small weapons are effective (dagger, fists, very small pistol)
Communication: whispers
2. Melee
Combat: standard hand-to-hand distance
Communication: low-talking
3. Near/Reach
Combat: long weapons (spears, pole arms, whips)
Communication: normal speech
4. Thrown
Combat: ranged weapons are effective; objects can be thrown (rocks, daggers, axes)
Communication: raised speech
5. Short-range
Combat: small bow, pistols, sling
Communication: shouting
6. Long-range
Combat: long bows, crossbows
Communication: loud yelling heard indistinctly.
7. Very Long-range
Combat: siege weapons, sniper rifles
Communication: horns and drums
8. Far-Away.
Only advanced technology or magic can have an affect over this distance.
Encounter Awareness
This replaces rolling separately for surprise and encounter distance, and is totally derived from Goblin Punch.
2d6 for each side for each side to see when they potentially become aware of the other. The side with the higher roll has a chance to surprise-attack the other from the indicated distance.
Damned rabbit muggings. |
2d6 for each side
2 Touch/Grapple
3-5 Melee
6-8 Thrown
9-10 Short-range
11 Long-range
12 Very Long-range
Awareness in the Wilderness and Wide-Open Spaces
2d6 for each side
2 Touch/Grapple
3-4 Melee
5-6 Thrown
7-8 Short-range
9-10 Long-range
11-12 Very Long-range
Stealth
If either side is being actively stealthy, the roll to detect them is at -2. You cannot be stealthy in plate armor or while carrying torches in the dark.
There's no need for a DEX check to be stealthy, in this instance. You're just trying to not draw attention to yourself. Save the DEX check for trying to sneak past someone actively on the look-out for you.
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