I noticed that the ranges are exceedingly short, especially modern firearms in the DMG. Am I missing something that makes sense of this (especially when coupled with Advantage/Disadvantage)?
D&D wasn't really designed to handle modern firearms really, but also people overestimate how far the effective range of weapons are.
Like the longbow in the book can shoot out to 200 yards. In real life, a 100 yard shot with a modern bow is considered ridiculous. Most hunters wouldn't even shoot at anything farther than 50 yards out. And that is with a modern compound bow.
EDIT: Taking a look at the chart in the DMG, the modern weapons do have surprisingly low ranges. How does a hunting rifle have less range than a bow?
Quote from: Emperor Norton;808500Taking a look at the chart in the DMG, the modern weapons do have surprisingly low ranges. How does a hunting rifle have less range than a bow?
It might if it were a smooth bore musket. Of course then it wouldn't be a rifle, would it? BTW, what is the listed range?
Quote from: Bren;808503It might if it were a smooth bore musket. Of course then it wouldn't be a rifle, would it? BTW, what is the listed range?
Nah, its a select fire rifle like an M-16. 30 rounds, burst fire capable, range is 80/240 compared to the longbows 150/600. Its even shorter than the shortbow 80/320. (the hunting rifle above it has the same range. Just using the most odd comparison. Muskets are in a different category under "renaissance firearms").
No, those ranges don't make sense. The arrow long range looks like limit of flight at unaimed 45-degree angles. I kind of think the equivelent unaimed firing of an M-16 is more than 240 yards. And hey, the Internet agrees with me.
28 Describe the ranges for the M16/A2 Rifle. (http://www.armystudyguide.com/content/army_board_study_guide_topics/m16a2/m16a2-study-guide.shtml)
- Maximum Range - 3,600 meters
- Max Effective Range for a Point Target - 550 meters
- Max Effective Range for an Area Target - 800 meters
Wikipedia cites similar ranges
- Effective firing range 600 meters (point target)
- Effective firing range 800 meters (area target)
WTF!?
wow. I never really looked at that before. It would make sense if in meters, but not feet. 240ft for max range on a hunting rifle? What are they thinking, that you'll throw the rifle at the target?
Maximum effective range for most assault rifles is between 300-400 meters. In fact, you have to hit a 300m target with an open sight M16 in qualification.
Let me guess, the sling has a shorter range than the shortbow, and the javelin's range is pitiful?
Quote from: Sacrosanct;808508wow. I never really looked at that before. It would make sense if in meters, but not feet. 240ft for max range on a hunting rifle?
The bow range in post #2 used distance in yards, so I assume it is 240 yards. Which is still too short and especially too short compared to the ranges for the bows.
The 80/240 is in feet. It's all around absurd. If I ever use modern weapons in 5e those ranges x are getting changed.
Yeah that's an obvious mistake. But to be frank, I can't think of an instance that I'd want to use modern weapons in D&D. Future weapons, sure, for a gonzo planetary romance campaign. To be even more, uh, frank, I don't really ever use range increments anyway, except in the loosest sense.
That being said, I'll most likely end up putting in a sticky note with more accurate ranges on that page.
Quote from: Emperor Norton;808504Nah, its a select fire rifle like an M-16. 30 rounds, burst fire capable, range is 80/240 compared to the longbows 150/600. Its even shorter than the shortbow 80/320. (the hunting rifle above it has the same range. Just using the most odd comparison. Muskets are in a different category under "renaissance firearms").
Quote from: Emperor Norton;808528The 80/240 is in feet. It's all around absurd. If I ever use modern weapons in 5e those ranges x are getting changed.
Maybe add a 0 to the modern weapon ranges. So instead of 80/240, it would be 800/2400. Not perfect by any means, but better.
The range bit is a little odd.
I do not see it in the PHB or DMG. But why not use AD&D's method and when outdoors convert all ranges to yards?
Speaking of ranges, are there any house rules you guys have to handle up close combat?
Someone using a long bow in melee range seems wrong to me. How does 5E handle that? I bet there are rules for fighting against melee attackers up close with a ranged weapon but I can't find them.
Close fighting with a ranged weapon, spell, or powers imposes disadvantage.
Quote from: mAcular Chaotic;808542Someone using a long bow in melee range seems wrong to me.
A long bow seems like an inferior staff, I'd think.
5e lists a musket as range 40/120. About the same as a 5e sling.
Some sources list actual musket ranges of 150 yards or so for older styles, which I am guessing they are basing off of rather than the more modern and longer ranged ones.
Quote from: mAcular Chaotic;808542Speaking of ranges, are there any house rules you guys have to handle up close combat?
Someone using a long bow in melee range seems wrong to me. How does 5E handle that? I bet there are rules for fighting against melee attackers up close with a ranged weapon but I can't find them.
I think you need to take the Legolas feat to use a long bow in melee. Also allows for surfing on shields as well as boosting Dex by a point. Honestly, every elven archer should be taking it. ;p
Quote from: Warboss Squee;808588I think you need to take the Legolas feat to use a long bow in melee. Also allows for surfing on shields as well as boosting Dex by a point. Honestly, every elven archer should be taking it. ;p
Long before movie Legolas there was another elf...
https://www.youtube.com/watch?v=Veszrg1TErk (https://www.youtube.com/watch?v=Veszrg1TErk)
Quote from: Omega;8085775e lists a musket as range 40/120. About the same as a 5e sling.
Some sources list actual musket ranges of 150 yards or so for older styles, which I am guessing they are basing off of rather than the more modern and longer ranged ones.
Most of the contemporary sources said smoothbore muskets were ridiculous inaccurate, which is why volley fire emerged. I remember one saying that at any range beyond 50 yards, you might as well "shoot at the moon".
Seen that too. The ball gains a bit of spin coming out and curveballs.
Heres an interesting vid on speed of loading, 6 shots in 2 min, and accuracy. Though I believe they are using more modern rifles than what 5e seems to be patterning on?
https://www.youtube.com/watch?feature=player_detailpage&v=Pvc86ggLUY4#t=284 (https://www.youtube.com/watch?feature=player_detailpage&v=Pvc86ggLUY4#t=284)
Quote from: mAcular Chaotic;808542Speaking of ranges, are there any house rules you guys have to handle up close combat?
Someone using a long bow in melee range seems wrong to me. How does 5E handle that? I bet there are rules for fighting against melee attackers up close with a ranged weapon but I can't find them.
Quote from: Omega;808550Close fighting with a ranged weapon, spell, or powers imposes disadvantage.
Correct, specifically 5' from you, needs to be hostile, see you, and not incapacitated.
Ranged Attacks in Close CombatAiming a ranged attack is more difficult when a foe is next to you. When you make a ranged attack with a weapon, a spell, or some other means, you have disadvantage on the attack roll if you are within 5 feet of a hostile creature who can see you and who isn't incapacitated.
(D&D 5e Basic .pdf, August 2014. p. 73.)
Another range question: melee attacks are supposed to grant you the option of just knocking the enemy unconscious instead of killing them. Does that apply to melee attacks that are spells? Like Shocking Grasp?
Id say up to the DM. Certainly in books and movies at least electrical and cold powers have been used to KO people instead of kill.
Quote from: mAcular Chaotic;808707Another range question: melee attacks are supposed to grant you the option of just knocking the enemy unconscious instead of killing them. Does that apply to melee attacks that are spells? Like Shocking Grasp?
Shocking Grasp used like a taser. Why not?
Quote from: Bren;808716Shocking Grasp used like a taser. Why not?
Well, the specific situation was that the player was interrogating a Redbrand they'd taken captive. He decided to use Shocking Grasp, and I wasn't sure if that wouldn't just outright kill the guy or KO him or what.
And then if he /did/ get KO'd, how long would he be out for. Or would they be able to just slap him awake, and Shocking Grasp him over and over with no penalty because he keeps getting knocked unconscious.
It didn't seem realistic to me.
Quote from: mAcular Chaotic;808737And then if he /did/ get KO'd, how long would he be out for. Or would they be able to just slap him awake, and Shocking Grasp him over and over with no penalty because he keeps getting knocked unconscious.
It didn't seem realistic to me.
If knocking people unconcious is used repetitively I start thinking about the slight but possibly cumulative possibility of stroke, brain damage, and heart failure.
It's something I've mentioned to players when we played Star Trek to caution people against routinely beaming, stunning, and sorting virtually everyone they meet.
One option is to give partial damage along with the knockout.
I wouldnt allow the sorcerer to try it as they can barely contain their magic as is let alone try to use it for finesse like stunning.
In this case, it was technically a Wizard.
Quote from: Bren;808739If knocking people unconcious is used repetitively I start thinking about the slight but possibly cumulative possibility of stroke, brain damage, and heart failure.
It's something I've mentioned to players when we played Star Trek to caution people against routinely beaming, stunning, and sorting virtually everyone they meet.
One option is to give partial damage along with the knockout.
How many times though before they die? Once? Twice? They're already supposed to be at like 0 HP when they get knocked out, so how would partial damage work.
Quote from: mAcular Chaotic;808752How many times though before they die? Once? Twice? They're already supposed to be at like 0 HP when they get knocked out, so how would partial damage work.
In the first instance (possibility of serious complications) I don't actually use a mechanic. It is part of a conversation I have with the players about what's OK and what is not when we play. Players who want to use powers and rules that way make me a bit tired and cranky. To avoid me being a tired and cranky GM - because trust me nobody wants that - we have a talk about play expectations.
- If the player is dramatically motivated, we talk about why allowing easy, consequence-free, and repeated knockouts is not dramatically interesting. Dramatically there should be some chance for prisoners (PCs or NPCs) to escape or to face real risk or make real choices else play is not dramatic.
- If the player is realism motivated, we talk about the fact that in the real world those are the sort of risks one would reasonably expect and there is a liimit to how much we can stretch the point for knocking people unconcious safely before combat and damage become silly and characters seem like they have heads made of solid rubbber.
- If the player is gamist/challenge motivated, we talk about why allowing easy, consequence-free, and repeated knockouts can be a cheap I win button that makes the game unchallenging.
How partial damage works would depend on the system. AD&D used subdual damage.
I've used a difference between stun/fatigue and killing damage. All damage counts against Hit Points, but stun/fatigue damage recovers much faster. Think of stun damage as being like the damage seen in a stereotypical TV action series bar fight. People get knocked out (HP = 0) but they wake up after a while (or when someone dumps a bucket of water on their head) and seem mostly fine, i.e. they recover all the stun damage. Using a system like that, I might treat any stun damage past 0 as doing killing damage.
Example: Fighter with 24 Hit Points. Gets in a bar fight. Takes the following damage in order. 4 pts stun, 6 pts stun (hit with bar stool), 2 pts stun, 5 pts killing (broken bottle), 4 pts stun, and finally 5 pts stun. The final punch exceeds his Hit Point 24-26 = -2 so he took an additional 2 points of killing damage for a total of 7 points of killing damage. After his enforced nap he wakes up and recovers some amount of stun.
- For lots of bar fight high jinx let him recover all the stun damage so he is then at 24 - 7 = 17 hit points.
- For less wacky bar fighting, let him recover half the stun damage on waking and 1 point per hour thereafter.
In some of the later versions of D&D the various heal powers and surges complicate what I would do.
EDIT: Another option for figuring out when they die is to allow a small chance of death, say 1%. Roll D100 on a 00 the stunned character has a complicating medical condition like a brain anurysm.
Quote from: mAcular Chaotic;808752How many times though before they die? Once? Twice? They're already supposed to be at like 0 HP when they get knocked out, so how would partial damage work.
In the first instance (possibility of serious complications) I don't actually use a mechanic. It is part of a conversation I have with the players about what's OK and what is not when we play. Players who want to use powers and rules that way make me a bit tired and cranky. To avoid me being a tired and cranky GM - because trust me nobody wants that - we have a talk about play expectations.
- If the player is dramatically motivated, we talk about why allowing easy, consequence-free, and repeated knockouts is not dramatically interesting. Dramatically there should be some chance for prisoners (PCs or NPCs) to escape or to face real risk or make real choices else play is not dramatic.
- If the player is realism motivated, we talk about the fact that in the real world those are the sort of risks one would reasonably expect and there is a liimit to how much we can stretch the point for knocking people unconcious safely before combat and damage become silly and characters seem like they have heads made of solid rubbber.
- If the player is gamist/challenge motivated, we talk about why allowing easy, consequence-free, and repeated knockouts can be a cheap I win button that makes the game unchallenging.
How partial damage works would depend on the system. AD&D used subdual damage.
I've used a difference between stun/fatigue and killing damage. All damage counts against Hit Points, but stun/fatigue damage recovers much faster. Think of stun damage as being like the damage seen in a stereotypical TV action series bar fight. People get knocked out (HP = 0) but they wake up after a while (or when someone dumps a bucket of water on their head) and seem mostly fine, i.e. they recover all the stun damage. Using a system like that, I might treat any stun damage past 0 as doing killing damage.
Example: Fighter with 24 Hit Points. Gets in a bar fight. Takes the following damage in order. 4 pts stun, 6 pts stun (hit with bar stool), 2 pts stun, 5 pts killing (broken bottle), 4 pts stun, and finally 5 pts stun. The final punch exceeds his Hit Point 24-26 = -2 so he took an additional 2 points of killing damage for a total of 7 points of killing damage. After his enforced nap he wakes up and recovers some amount of stun.
- For lots of bar fight high jinx let him recover all the stun damage so he is then at 24 - 7 = 17 hit points.
- For less wacky bar fighting, let him recover half the stun damage on waking and 1 point per hour thereafter.
In some of the later versions of D&D the various heal powers and surges complicate what I would do.
EDIT: Another option for figuring out when they die is to allow a small chance of death, say 1%. Roll D100 on a 00 the stunned character has a complicating medical condition like a brain anurysm.
Old D&D is feet indoors, yards outdoors as a simple approximation of difficulty with low ceiling, etc.
If you have a situation in which fire at more than a hundred yards or so is really an issue, you could just extend long range to whatever seems reasonable.
Actual use in the field isn't usually the same as theoretical effectiveness. Battle rifles (not today's carbines) were with some frequency fired at a thousand yards in WW1, but with the same weapons usual fire ranges in WW2 were not vastly different from smoothbore musketry in the Napoleonic Wars.
Quote from: Bren;808759Using a system like that, I might treat any stun damage past 0 as doing killing damage.
Example: Fighter with 24 Hit Points. Gets in a bar fight. Takes the following damage in order. 4 pts stun, 6 pts stun (hit with bar stool), 2 pts stun, 5 pts killing (broken bottle), 4 pts stun, and finally 5 pts stun. The final punch exceeds his Hit Point 24-26 = -2 so he took an additional 2 points of killing damage for a total of 7 points of killing damage. After his enforced nap he wakes up and recovers some amount of stun.
Wouldn't that mean he should die though? Because his HP went past 0? Or do you mean that he takes enough stun damage alone to outnumber his HP? ie., he has 30 HP and takes 31 stun damage.
Quote from: mAcular Chaotic;808770Wouldn't that mean he should die though? Because his HP went past 0? Or do you mean that he takes enough stun damage alone to outnumber his HP? ie., he has 30 HP and takes 31 stun damage.
Sorry for not being more clear.
He has 24 HPs total. He took 5 pts killing damage and 21 pts stun. He isn't dead since he hasn't taken 24 pts of killing damage yet. But he's taken 2 pts of damage past 0 (24 -5 -21 = -2) so he now has -7 pts killing damage total and 17 pts stun total for a grand total of 24 pts of damage. His hit points are at 0 until he gets healed or recovers from the stun at which point he will still havea -7 points of killing damage to heal up from.
If a character had 30 Hit Points and took 31 Stun damage they would end up with 0 Hit Points with 1 point of Killing damage (for stun exceeding remaining hit points by 1) and 29 points of Stun damage (to zero out remaining Hit Points).
Quote from: mAcular Chaotic;808707Another range question: melee attacks are supposed to grant you the option of just knocking the enemy unconscious instead of killing them. Does that apply to melee attacks that are spells? Like Shocking Grasp?
Quote from: mAcular Chaotic;808737Well, the specific situation was that the player was interrogating a Redbrand they'd taken captive. He decided to use Shocking Grasp, and I wasn't sure if that wouldn't just outright kill the guy or KO him or what.
And then if he /did/ get KO'd, how long would he be out for. Or would they be able to just slap him awake, and Shocking Grasp him over and over with no penalty because he keeps getting knocked unconscious.
It didn't seem realistic to me.
Yes, you can, if it is a melee spell attack. And yes it is repeatable to knock someone out and make them stable.
Combat Ch.Knocking a Creature OutSometimes an attacker wants to incapacitate a foe, rather than deal a killing blow. When an attacker reduces a creature to 0 hit points with a melee attack, the attacker can knock the creature out.
The attacker can make this choice the instant the damage is dealt. The creature falls unconscious and is stable.(D&D 5e Basic .pdf, August 2014. p. 76.)
Melee AttacksUsed in hand-to-hand combat, a melee attack allows you to attack a foe within your reach. A melee attack typically uses a handheld weapon such as a sword,
a warhammer, or an axe. A typical monster makes a melee attack when it strikes with its claws, horns, teeth, tentacles, or other body part.
A few spells also involve making a melee attack.(D&D 5e Basic .pdf, August 2014. p. 73.)
This above states there are a few melee attack spells in existence. They have to use their own reach either from a weapon or their own body part. To further support, let's look at the spell chapter. Are there those that are based on physical touch and those that suffer ranged attack penalties?
Spells Ch.RangeThe target of a spell must be within the spell’s range. For a spell like magic missile, the target is a creature. For a spell like fireball, the target is the point in space where the ball of fire erupts.
Most spells have ranges expressed in feet.
Some spells can target only a creature (including you) that you touch. Other spells, such as the shield spell, affect only you. These spells have a range of self.
(D&D 5e Basic .pdf, August 2014. p. 79.)
Attack RollsSome spells require the caster to make an attack roll
to determine whether the spell effect hits the intended target. Your attack bonus with a spell attack equals your spellcasting ability modifier + your proficiency bonus.
Most spells that require attack rolls involve ranged attacks. Remember that you have disadvantage on a ranged attack roll if you are within 5 feet of a hostile creature that can see you and that isn’t incapacitated (see chapter 9).
(D&D 5e Basic .pdf, August 2014. p. 81.)
So there is a difference, and thus melee spell attacks and ranged spell attacks are assumed to exist.
However when does a stable creature rouse?
Combat Ch.Stabilizing a Creature[...]
A stable creature doesn’t make death saving throws, even though it has 0 hit points, but it does remain unconscious. The creature stops being stable, and must start making death saving throws again, if it takes any damage.
A stable creature that isn’t healed regains 1 hit point after 1d4 hours.(D&D 5e Basic .pdf, August 2014. p. 76.)
But is there any potential risk? Yes. You always run the risk of killing a creature outright if you exceed its negative HP maximum.
Dropping to 0 Hit PointsWhen you drop to 0 hit points, you either die outright or fall unconscious, as explained in the following sections.
Instant DeathMassive damage can kill you instantly. When damage reduces you to 0 hit points and there is damage remaining, you die if the remaining damage equals or exceeds your hit point maximum.
For example, a cleric with a maximum of
12 hit points currently has 6 hit points. If she takes 18 damage from an attack, she is reduced to 0 hit points, but 12 damage remains. Because the remaining damage equals her hit point maximum, the cleric dies.
Falling UnconsciousIf damage reduces you to 0 hit points and fails to kill you, you fall unconscious (see appendix A).
This unconsciousness ends if you regain any hit points.(D&D 5e Basic .pdf, August 2014. p. 76.)
There is no negative HP. None. You either suffer instant death or gain the unconscious condition -- and start making death saves
if not stable. Why? Because "
unconscious ends if you regain any hit points." So there is not any neg HP to interfere with this process, as by RAW.
As for slapping them awake... GM fiat choice. I personally would say no, as per RAW, and as per GM interest. However, if you had a psychotic Paladin with Lay on Hands (and willing to risk their Oaths, except for maybe Vengeance?), or a character with the Healer feat and lots of Healer Kits (and willing to lose 5 silver a pop), yes it is then repeatable.
How do you handle making saves though, outside of combat? There are no "turns" when everyone is just in a barn somewhere interrogating this guy.
And since the Redbrand members have like 15 HP, I don't think it's possible to kill them with Shocking Grasp then.
Quote from: mAcular Chaotic;808811How do you handle making saves though, outside of combat? There are no "turns" when everyone is just in a barn somewhere interrogating this guy.
And since the Redbrand members have like 15 HP, I don't think it's possible to kill them with Shocking Grasp then.
The same way you handle saves for everything else out of combat, like traps and so on. GM controls time outside of combat. So unless things are time sensitive and require sequencing what does it matter?
As for 15 HP, yeah, perhaps unlikely at low levels. At higher levels, possible. Also possible while he's unconscious at 0 HP, as an attack on an unconscious condition grants advantage as well as critical hit. There is a chance to roll a 15 or 16 on 2d8. But what'd be the point of shocking an unconscious person?
Quote from: Alderaan Crumbs;808497I noticed that the ranges are exceedingly short, especially modern firearms in the DMG. Am I missing something that makes sense of this (especially when coupled with Advantage/Disadvantage)?
I think that once you go beyond the listed ranges the bullet has gone through so many specters that it's no longer an effective attack. But the specters don't take over the world because they're too busy stopping bullets. Yay for consistency! :)
Quote from: Opaopajr;808822The same way you handle saves for everything else out of combat, like traps and so on. GM controls time outside of combat. So unless things are time sensitive and require sequencing what does it matter?
As for 15 HP, yeah, perhaps unlikely at low levels. At higher levels, possible. Also possible while he's unconscious at 0 HP, as an attack on an unconscious condition grants advantage as well as critical hit. There is a chance to roll a 15 or 16 on 2d8. But what'd be the point of shocking an unconscious person?
Well, each death save could happen once every minute, or once every six seconds, etc. That could affect how much time people have to help that person.
Quote from: mAcular Chaotic;808825Well, each death save could happen once every minute, or once every six seconds, etc. That could affect how much time people have to help that person.
You could alter it like that. I created a variation on poisonous snake's poison before the MM came out and used poison's native stability along with death saves to come up with something new. The rules of 5e, though often inconveniently scattered, are remarkably clear, simple, and robust to tinkering.
However, I do have to ask GM to GM, why does it matter if the players torment this non-player character? You already have alignments as a method of questioning player character judgment, and reputations do work wonders. Or, if you removed them, just feed them whatever stops the torture, thus useless lies, and thus unproductive.
What does it bother you that they are torturing this character? To keep the game moving? To mitigate the obscene? To not reward psychotic, unproductive behavior?
Quote from: Opaopajr;808834What does it bother you that they are torturing this character? To keep the game moving? To mitigate the obscene? To not reward psychotic, unproductive behavior?
I've been running the game by the book since it's my first time, and I want to see what it's like "as intended" before I start messing with it.
The Lost Mines of Phandelver book gives you a DC to meet if you want to wring information out of a captured Redbrand. The party hadn't met it, so I didn't have the Redbrand give them the information yet.
So then they tried different ways of getting it out of him. That, I have no problem with. I just feel like it taxes believability to take someone hanging on the edge of death and beat him up over and over and have him be perfectly fine and ready for another round of it.
When the wizard decided to use Shocking Grasp, I just said, "he dies" because it made sense. I said it without thinking, and after reflecting about it later on I realized that since it was a melee spell attack I should have let him get KO'd. So I came here to see if there was a better way.
Ahh... the old "pass this DC to continue" conundrum. Remember, it was to get more useful information (ran through this already, Starter Set is pretty solid stuff). That means you can respond to this extra info in several ways:
(giving them the info)
a) if they role play well the whole interrogation scene, just give it to them. remember, ignoble acts discovered does spread reputation.
b) during the middle of role play you can have someone attempt an Insight(wisdom) check to see whether or not to give the DC check advantage. Or lower the DC. Or allow the Help action.
(not giving them the info)
c) not give them the information and let them run with the consequences. unless it's mission critical (which you should just have it supplied by another source, like NPC or clue), nothing wrong with 'incomplete success'.
d) "fast forward" that regardless of their efforts they are getting nothing useful from the captive. this way you save time, keep the gritty stuff off-scene, and end up getting to the same result. then leave the consequences of reputation for getting discovered looming. torture gets nothing useful and corrupts the torturer, moving along.