quote:
What hex is shadowy chainmail guy in?
0215
Footnote - I usually use squares instead of boxes, but i've decided to go with 'hexes' to see how it goes. It provides better 'diagnol' range (and movement) measurements. The weakness is 'left' and 'right' ranges, which tends to 'short' the ranges somewhat. I'm hoping to (usually) orient the map to action from the top and bottom to reduce this weakness.
quote:
My range increment is 80, so I assume there's no range penalty.
There is no penalty for ranges up to 80' which is 16 hexes on this map which is effectively the whole map.
per Weapon Qualities ~ Range
https://www.d20pfsrd.com/equipment/weapons
You take no penalty up to the range bracket (in feet), taking a -2 and -4 penalty for each additional range bracket in the range.
The 'Monster' is standing behind a grave headstone (+4 Armor modiifer) though and in dim lighting (20% miss chance).
quote:
Is there a darkness penalty?
On this map, there is a campfire, that provides 'torch' lighting which negates lighting penalties when you're fighting in the lit radius of 20' (four hexes from center). The lighting is 'dim' from a radius of (five to eight hexes from this center).
The tomb is tall enough to actually 'block' lighting so if the tomb is between the campfire and any hex behind it (like the one zander is standing in), it won't benefit from lighting from the campfire.
Zander just made a light spell though, which produces as much lighting as the campfire. So the entire back area is currently lit. As a mexican ruling, i'm inclined to say that overlapping 'dim' areas between the campfire and Zander's Light spell will be considered 'Lit'.
quote:
Does shadow guy have cover?
He is currently behind a Tombstone, and in 'Dim' lighting.
So the Tombstone will adjust his armor by +4 making him harder to hit. The lighting will have 20% of ranged attacks that might have hit just miss.
quote:
Is there aiming in this game? If so, how does it work?
There is no 'official' Combat action for 'Aiming'. There are a few 'feats' that allow for aiming, but as a general action there is no rule for it.
If the players want, i'm willing to make a house rule on this.
A Full Round Action to make an 'Aimed' attack (melee or ranged) will grant +1 to the attack roll. {Allowing only a Free Action for anything else they want to do}
A Full Minute action to make a 'Snipe' or 'Ambush' attack (melee or ranged) will grant +2 to the attack roll. {Obviously done out of combat}
Keep in mind, if players can do, this, monsters can also.
quote:
Anything else I need to know about shooting a crossbow?
It is a 'ranged' weapon, and not made for melee combat, so if someone is standing next to you when you try and use it, they get to make an attack of opportunity on you for trying to shoot them. It's strongly suggested to move out of their melee range before taking such shots. Firing into 'melee' is also a thing. You take a -4 penalty to make such shots to avoid hitting any friendlies in the melee. Otherwise there is AT LEAST a 50% chance that you'll resolve your combat against an ally. (increase this chance if more than one is engaged in the melee). I also count armor check penalties to ranged combat, which is why people in full platemail are usually not bothering to muck around with a crossbow.
This message was last edited by the GM at 13:36, Fri 11 Aug 2023.