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How to Judge a Ranged Weapon

Range x Damage Chart

A beginner’s chart to help you master the world of ranged weapons in D&D 5e.

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Weapons with range can be confusing for a beginning D&D player. Even those who come to 5e from an earlier D&D version can be thrown off.

The most confusing, yet crucial, aspects in 5e are the range, and the designation “ranged” (one of the eleven different “properties” a weapon can possess.) Then there’s also the damage dealt to consider.

It’s worth diving into because no missile weapon does it all. You’ll want to choose the best ranged weapon, for your character, for a given situation.  (Weapons and their properties are in part 1, chapter 5 of the Player’s Handbook.)

1. Range. Look at the longbow’s range (150/600). The first number (150/###) is the weapon’s “normal” range boundary. Past that is long range, and all your shots will be rolled at a disadvantage. The second number (###/600) is the boundary for long range. This is the weapons furthest possible distance: “Hither thou shall fly, and no more!” Beyond that the attack has no effect. There is no “short” range in D&D 5e.

Range x Damage Chart
The weapon’s Normal range is its most effective range. Long range shots are taken at a disadvantage.

Range is measured in feet (apx.305mm). So the range 150/600 means 150′ is normal range and 600′ is long range—a tremendous distance, by the way.

In most situations, normal range is the most important of the two ranges. That’s where it will have the most impact. Think of Long range as reserved for the “Hail Mary” luck shots.

2. “Ranged” Property. This includes weapons designed either to fling something or to be flung themselves . Many, like bow, crossbows, slings, and blowguns require ammunition. But “Ranged” also includes any hand-held weapons that can be thrown, like javelins, spears, tridents, and hand axes, and the dagger. The D&D 5e system doesn’t have the “throwing dagger”, but you can throw your hand dagger.

The beauty of this is that you can easily carry two ranged weapons to cover various needs, plus nearly everyone has a dagger.

3. Damage. What kind of damage do you want to deal? On one end is the Heavy Crossbow that does 1d10. On the other is the dagger, war dart, and sling at 1d4. Way out on the low end is the blowgun which does just d1.

Other factors. If the weapon has the Ammunition property, then you’ll need to keep a ready supply on hand. (But by spending a minute in the battlefield’s aftermath, you can recover 1/2 of what you shot.)  Some of these also have the Loading property, which means the weapon can shoot once per melee round. In addition, two ranged weapons have the Heavy property—the longbow and the heavy crossbow. It means that a small creature will wield them at a disadvantage.

Each ranged weapon in D&D seems to fill a niche. Not all weapons are equal to every job, but each is good at something. Choose wisely.   End-Article-Dice

(I’ve added a flintlock pistol to the mix. Read about it here.)

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