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Carcharoth
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Effective Weapon Ranges in TOR

Sat 11 Jul 2020, 19:21

On page 127 of the core rule book, the following table is given:
TOR_weapon-ranges-table.jpg
TOR_weapon-ranges-table.jpg (48.94 KiB) Viewed 3279 times
My question is: What is the purpose of this table? I feel like I understand what it's showing, but does it have any effect on gameplay? Is it simply an optional reference for Lore-masters who want to take into account weapon ranges? Has anyone utilized this information in their games?
"Of all the terrors that came ever into Beleriand ere Angband’s fall the madness of Carcharoth was the most dreadful; for the power of the Silmaril was hidden within him."
- The Silmarillion
 
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Falenthal
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Re: Effective Weapon Ranges in TOR

Sat 11 Jul 2020, 20:06

I never use the distance in meters/yards/etc. in this or any other game. But some people do, and also it's a good way to visualize the difference between missile weapons.
For example, without needing to count the exact distance between two fighting groups, you can see that in an open field, those with a great bow should be able to fire probably twice before someone with a spear can throw his weapon at them.
 
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Smog
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Re: Effective Weapon Ranges in TOR

Sat 11 Jul 2020, 20:08

Weapon Ranges are again referenced in the Complications table on page 181 as they are used to modify the TN of ranged attacks, as seen below:

Image
 
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Carcharoth
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Re: Effective Weapon Ranges in TOR

Sat 11 Jul 2020, 21:57

Weapon Ranges are again referenced in the Complications table on page 181 as they are used to modify the TN of ranged attacks, as seen below:

Image
Wow, I can't believe I didn't make the connection between these two tables! I've applied hindrances based on range before, but in a way more abstract way.
"Of all the terrors that came ever into Beleriand ere Angband’s fall the madness of Carcharoth was the most dreadful; for the power of the Silmaril was hidden within him."
- The Silmarillion
 
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Falenthal
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Re: Effective Weapon Ranges in TOR

Sat 11 Jul 2020, 22:14

Once I tried to make some sort of rule regarding ranges and missile weapons. It was something like:

You start at a very long distance from your foes, who are running towards you with their spears and short bows prepared. Those with Great Bows can shoot at long range (-4) before any enemy can shoot at you. If you do so, you'll be able to shoot again at short range afterwards. Or you can wait until the enemies are at medium range and shoot with a -2, but only once during the volleys.
Then the same applies to short bows vs spears (shoot before spears are thrown, but with a penalty, or wait to shoot when in range).

But it was too complicated and required lots of steps. Now I just play it "by eye": great bows can shoot once before everyone else at -2, and afterwards everyone can shoot whatever they have.
 
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Francesco
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Re: Effective Weapon Ranges in TOR

Sun 12 Jul 2020, 16:53

But it was too complicated and required lots of steps.
That table is what was left of a number of rules on ranged combat that were discarded exactly for the reason you cite. :)

We decided to keep the table to give a general idea of distances in ranged combat, just in case someone needed them.

Francesco
 
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Carcharoth
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Re: Effective Weapon Ranges in TOR

Sun 12 Jul 2020, 17:45

A simpler mechanic that might add some fun randomness and tactical options would be to roll 7d8 with a -6 modifier. This gives you a range of 1-50 yards. Whatever the number is, that's how close the advancing enemy is when the company is aware of them. You can then check player's ranges to see if they have a chance to shoot and what penalties you will give their volleys. The same result could be accomplished with a % roll, divided by 2, rounded up.
"Of all the terrors that came ever into Beleriand ere Angband’s fall the madness of Carcharoth was the most dreadful; for the power of the Silmaril was hidden within him."
- The Silmarillion
 
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Francesco
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Re: Effective Weapon Ranges in TOR

Sun 12 Jul 2020, 18:06

...for the sake of curiosity, I dug up the rules for ranged attacks that we discarded ages ago. You might enjoy them (I don't vouch for their completeness...).

Here they are:

https://www.dropbox.com/s/k91jk9dzszer5 ... d.pdf?dl=0

Francesco
 
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Falenthal
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Re: Effective Weapon Ranges in TOR

Sun 12 Jul 2020, 18:25

...for the sake of curiosity, I dug up the rules for ranged attacks that we discarded ages ago. You might enjoy them (I don't vouch for their completeness...).

Here they are:

https://www.dropbox.com/s/k91jk9dzszer5 ... d.pdf?dl=0

Francesco
Wow! That's really the kind of game I wouldn't want to play! :lol:
Thanks for the curiosity and the digging of "making of" documents.

I also found my own rules. As said, they were too slow and had to keep each archer/spearman in mind individually. Too cumbersome for my taste.

OPTIONAL RANGE RULES by Falenthal
Distances during the Opening Volleys could be
divided in six moments or phases:
Long Distance, Medium Distance, Short Distance,
Close Distance, Melee Distance (temporary
names). They should not be confused with
Long Range, Medium Range, Short Range
that are particular to each weapon.

New rule: An archer or spearman can
shoot ‘every other’ Moment/Phase.

For example, a Great Bow can be shot at
Long Distance with a +4TN, then again
at Short Distance and also at Melee
Distance, these two without penalty.

Examples:
(Our Fellowship has a Hobbit with a Bow
and a Woodman with a Great Bow).

1) They encounter a group of Attercops
in the forest. The LM says they've seen each
other at Medium Distance (at least 30 yards)
and allows two opening volleys.
Knowing that the Attercops don't have
missile attacks, the Hobbits decides to fire
his two shots at Close and Melee Distance,
without penalties. The Woodman decides to
do the same with his Great Bow.
2) They encounter a group of Goblin
Archers in the open valleys of the Anduin,
who ready their Horn Bows (ranges as Bow).
The Woodman decides to try to reduce their
strength before the Goblins have a chance to
shoot, the LM rules that this is at Long Range
for his Great Bow and that there can be two
Opening Volleys (three for the Great Bow).
He fires at Long Distance with a +4TN before
anyone else has a chance to shoot.
The Goblin Archers (with just 2 ranks) will
wait until they don't have any penalty to
shoot (Close Distance).
The Woodman decides to use his second shot
at Short Range(just before Close Range)
without any penalty.
The Hobbit can risk shooting at Long Range
for his Bow (+4TN), and again at Short
Distance (+2TN), trying to weaken or kill
some Goblins before it's their turn to attack.
With these rules, the -3TN of a Bow of the
North Downs, or the possibility of adding
Attribute bonuses to the attack roll (such as
with Deadly Archery), or the "fly up to twice
its normal range" of Stinging Arrow, become
more important.
 
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bveld
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Re: Effective Weapon Ranges in TOR

Sun 12 Jul 2020, 23:08

...for the sake of curiosity, I dug up the rules for ranged attacks that we discarded ages ago. You might enjoy them (I don't vouch for their completeness...).

Here they are:

https://www.dropbox.com/s/k91jk9dzszer5 ... d.pdf?dl=0

Francesco
I have always wondered how many meters can PCs cover in a round in TOR. So this might give some clues there.
When you say "Average of all Companions’ BODY ratings x3" does it mean that the BODY ratings of every companions needs to be added up before multiplying?

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