Do you go to the dungeon?

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rules:targets-and-ranges-in-fights [2019-03-27 09:38] – [What happens if I fly out of reach, or run out of reach?] sandrarules:targets-and-ranges-in-fights [2019-04-27 10:33] – [Volleys Per Weapon] sandra
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 turn. (It works sort of like the boat in Container board game.) turn. (It works sort of like the boat in Container board game.)
  
 +(If you have speed 25 or more you can go right away, if you have between 1 and 24 you need two turns.  If you have 0 you can't move laterally. That's how it works.)
 ====  Fire & Lightning ==== ====  Fire & Lightning ====
  
-When selecting targets for spell, you can'divide more than one mêlée group.+If you target someone in mêlée group,\\ 
 +you need to target everyone in that group\\ 
 +/(if you have "Spell Sculpt" evoker ability you don'have to harm them)/\\ 
 +before selecting new targets from another group.\\ 
 +/(You don't have to select everyone in the last group.)\\ 
 +/(Disengaged creatures count as "everyone in their group" — they're in a group of one.)/
  
 Let's say there are three groups: Let's say there are three groups:
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   * Lone skeleton   * Lone skeleton
  
-you could go for all four skeletons. +you could go for all four skeletons.\\ 
-You are allowed to divide one mêlée group and you divide the one Alice is in.+Because you select the group that Alice is in last.
  
 +A way of explaining this rule that is often equivalent is "you are only allowed to split one mêlée group".
 ==== A Big Mêlée Group ==== ==== A Big Mêlée Group ====
  
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 If you can get out of the fight via, for example, levitate you'll have back rank status without needing front rankers -- you're not a guardian and you don't need a guardian. You neither contribute to, nor consume, front rank. If you can get out of the fight via, for example, levitate you'll have back rank status without needing front rankers -- you're not a guardian and you don't need a guardian. You neither contribute to, nor consume, front rank.
  
-==== Medial Movement ====+==== Anteroposterior Movement ====
  
-Even if you're encumbered or frosted you can go between front rank and back rank as long as guardian restrictions are followed.+Even if you're encumbered or frosted you can go between front rank and back rank as long as guardian restrictions are followed. You can have 0 speed, for example be unconscious, and still do it. However, if you are restrained you can't do it.
  
 But going front rank doesn't necessarily get you all the way into a particular mêlée group, if you are encumbered or frosted. C.f. [[https://dnd.idiomdrottning.org/rules/targets-and-ranges-in-fights#lateral-movement|Lateral Movement]]. But going front rank doesn't necessarily get you all the way into a particular mêlée group, if you are encumbered or frosted. C.f. [[https://dnd.idiomdrottning.org/rules/targets-and-ranges-in-fights#lateral-movement|Lateral Movement]].
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 First strike is local, not global to the entire group: let's say Alice and Bob have first strike vs two skeletons. Alice hits her skeleton, the skeleton hits her back. Bob hits his skeleton, the skeleton then hits him back. First strike is local, not global to the entire group: let's say Alice and Bob have first strike vs two skeletons. Alice hits her skeleton, the skeleton hits her back. Bob hits his skeleton, the skeleton then hits him back.
  
-The converse is "last strike", when the opponent has first strike. 
 ==== Who Has First Strike? ==== ==== Who Has First Strike? ====
-  * Does only one side has light? They have first strike. +  * If someone is carrying light in a dark placetheyand every ally in the same mêlée group, have first strike. 
-  * Otherwiseif both or neither has lightis either side surprised? They have last strike. +  * If the light situation is equal, home turf (who was in the room first) has first strike.
-  * Otherwise, if both or neither was surprised, who are defenders? They get first strike. +
- +
-==== Light ==== +
- +
-In the dark, people with light has first strike (Veins of the Earth, p192.) +
- +
-Light is specific to mêlée groups. If you drop your lightit's considered a separate "fighter" and doesn't move with you as you move into other mêlée groups. +
- +
-Outside of those groups you have disadvantage — darkvision negate that disadvantage but doesn't give you "first strike"+
- +
-For ranged attacks, both you and your target need to be illuminated for you to avoid disadvantage. +
- +
-==== Surprise ==== +
- +
-The first tie-breaker, in case you're fighting in daylight or both sides have equal light, is surprise: not only does being surprised make you unable to take actions that round, you also get last strike moving forward. So you can get hit twice before getting a chance to hit back. This is only the case if the light situation is equal+
- +
-==== Being Attacked ==== +
- +
-The second tie-breaker, in case there's equal light & no side is surprised, is that the defenders, the people who are being attacked, have first strike over the people attacking them. (TOR p170.) Being in a defensive position, standing your ground, is what gives this "home turf" advantage.+
  
 ===== Volley Rounds (Before the Mêlée Starts) ===== ===== Volley Rounds (Before the Mêlée Starts) =====
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 |Dungeon                               |1                | |Dungeon                               |1                |
  
-==== Volleys Per Weapon ==== +==== Weapon range ====
- +
-Here's how to read this table. A hand crossbow can be used during the +
-last two volley rounds (if there even **are** two volley rounds; +
-sometimes fewer are rolled up). One round with //disadvantage// and +
-one **normally**. A shortbow can be used for four rounds with +
-disadvantage and the last two normally. +
- +
-Italic //disadvantage// and bold **normal**: +
- +
-^Weapon^Volleys usable^ +
-|Longbow|//10, 9, 8, 7, 6, 5, 4, //**3, 2, 1**| +
-|Heavy crossbow|//7, 6, 5, 4, 3, //**2, 1**| +
-|Light crossbow|//6, 5, 4, 3, //**2, 1**| +
-|Shortbow|//6, 5, 4, 3, //**2, 1**| +
-|Blowgun|//2, //**1**| +
-|Hand crossbow|//2, //**1**| +
-|Javelin|//2, //**1**| +
-|Sling|//2, //**1**| +
-|Dagger|**1**| +
-|Dart|**1**| +
-|Hand-axe|**1**| +
-|Light hammer|**1**| +
-|Net|**1**| +
-|Spear|**1**| +
-|Trident|**1**| +
- +
-^Spell^Volleys usable^ +
-|Firebolt|**2, 1**| +
-|Lightning Bolt|**2, 1**| +
-|Shatter|**1**|+
  
-As a general formuladivide the listed range by 60 but round **up**.+Most ranged attackssuch as daggers and lighting bolts, only work the last two volley rounds.
  
-Just like how you can note/remember how many targets a spell can hit, +There are two ways to shoot longer: **Two-handed** ranged weapons work beyond that, up to ten rounds, but at disadvantage beyond the closest two.
-you can also note/remember which volleys a ranged attack (spell or +
-weapon) can be used for in ordinary fight. If you wish.+
  
 +There’s also a handful of spells with a listed range of 300 feet or more. Just divide the range on those spells by sixty and round up, that's how many rounds.
 ==== Prolonged Volley Fighting ==== ==== Prolonged Volley Fighting ====