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Last edited by GallupsMirror; Aug 7th, 2018 at 12:08 AM. |
#2
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Its also perfectly reasonable to take which ever is largest, the number of squares between the targets on the board, or the targets height.
In the above example this would be 75. Only 4 squares off and no maths involved! |
#3
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Quote:
![]() 100 x 100 = 10000 100 x 100 = 10000 100 x 100 = 10000 √30000 = 173 ...and your ranged weapon counts as 100 squares away from a target that has to move 173 squares to engage you in melee. I could think of more exploits but I'll shut up now, because nobody ever finds this stuff as fun and interesting as I do. ![]() Anyway, I hope this helps your gaming in some way. Thanks for posting ArBee.
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#4
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Ah, trigonometry... I thought I left you in high school where you belonged.
![]() To answer this question, I have more of an option A/B situation. Ranged weapon/spell is Option A. Movement is Option B. Option A (which actually came up in my very first campaign ever as a Fireball spell) should be simple enough. Figure out the hypotenuse. Don't make yourself crazy if everything else fits (line of sight, concealment, etc). Any other variable would make the effect or weapon have the same effect on a flat plane. Option B depends on slope. You should calculate it as difficult terrain if its a steep incline. There are rules in the 3.5 PHB for such movement. I would recommend this as it keeps it easier. IF they are moving by air, break up the vertical in to a similar grid as you would for ground combat. Allow them to move vertical, horizontal or diagonal like a Queen in Chess, but add the Y axis. This would mean there would be a movement to the left, to the right, up, and down. IF you would like the diagonal option, I would suggest allowing them to move to any adjacent box for five feet of movement. These will keep you the most sane and have worked for me since that very first game back in 2005. No, I haven't been playing very long at all compared to many here, but I've found it works well.
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