Mastering Weapon Ranges in Dungeons & Dragons
Weapon ranges in Dungeons & Dragons (D&D) define the effective distances at which a character can launch an attack with a ranged weapon or spell. Most ranged weapons have two range values: the normal range and the long range. Attacks made within the normal range are made without penalty, while attacks made within the long range are made with disadvantage. You simply cannot attack a target beyond the weapon’s long range. Understanding these ranges is crucial for tactical combat, strategic positioning, and overall character effectiveness.
Understanding Range Mechanics
In D&D 5e, weapon ranges are typically expressed as two numbers separated by a forward slash. The first number represents the weapon’s normal range, and the second number represents the weapon’s long range. Both ranges are measured in feet.
Normal Range
This is the ideal distance for using the weapon. When attacking a target within the normal range, you roll your attack roll as usual, applying any relevant bonuses or penalties. There are no additional penalties imposed solely due to range.
Long Range
This is the maximum distance at which you can attempt an attack. However, attacking a target within the long range imposes disadvantage on your attack roll. Disadvantage means you roll the d20 twice and take the lower result. This represents the increased difficulty in accurately hitting a target at a greater distance.
Exceeding the Range
You cannot make ranged attacks against targets that are beyond the weapon’s long range. The target is simply too far away to be effectively targeted with that particular weapon.
Practical Examples
Let’s look at a few examples to illustrate how weapon ranges work in practice:
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Longbow (150/600): You can attack a target within 150 feet without penalty. If the target is between 151 and 600 feet away, you can still attack, but you have disadvantage on the attack roll. You cannot attack a target that is more than 600 feet away.
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Shortbow (80/320): You can attack a target within 80 feet without penalty. If the target is between 81 and 320 feet away, you attack with disadvantage. Targets beyond 320 feet are unreachable.
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Javelin (30/120): The range of a javelin is 30 feet. Anything under 30 feet is considered a regular range attack. If the range is between 30 and 120 feet, it’s a disadvantage range attack. If it’s over 120 feet, the target is too far.
Factors Affecting Ranged Attacks
Several factors can affect the success of your ranged attacks, including:
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Cover: Targets with cover (half, three-quarters, or full) gain bonuses to their Armor Class (AC) and Dexterity saving throws, making them harder to hit.
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Visibility: Poor visibility due to darkness, fog, or other environmental conditions can impose disadvantage on attack rolls.
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Advantage and Disadvantage: As mentioned, attacking at long range imposes disadvantage. However, other factors can grant you advantage, such as flanking or being unseen. If you have both advantage and disadvantage, they cancel each other out.
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Creatures Within 5 Feet: Aiming 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.
Tactical Considerations
Understanding weapon ranges is essential for tactical decision-making. By positioning yourself effectively, you can maximize your chances of hitting your targets and avoid being caught in unfavorable situations. Consider the following:
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Stay within your weapon’s normal range whenever possible: This allows you to attack without disadvantage.
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Use cover to your advantage: Hide behind objects to protect yourself from enemy attacks.
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Consider the terrain: Elevated positions can provide a better line of sight and potentially grant advantage on attack rolls.
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Coordinate with your party: Work with your allies to create flanking opportunities and other tactical advantages.
Frequently Asked Questions (FAQs)
1. What does range 20 60 mean in D&D?
It means you can use it as a ranged attack within 20 feet, and you can attack with disadvantage within 60 feet. Anything beyond 60 feet is out of range.
2. What does 80 320 range mean?
A range of “80/320” means you can attack normally out to 80 feet, and with disadvantage from 80 to 320 feet.
3. What is the best ranged weapon in D&D?
The Longbow has the strongest damage and range of all the bows, causing 1d8 piercing damage, and has an astonishing main range of 150 feet and a maximum of 600 feet, the highest range of all ranged weapons.
4. What is the strongest ranged weapon in D&D?
The Heavy Crossbow is the heaviest hitter among ranged weapons, and it’s the only one to use a d10 on its damage roll, also causing piercing damage. Its range is 100 to 400 feet.
5. What does range 150 600 mean in dnd?
In 5e, the longbow has a range of 150′, with a long range max of 600′ (long range attacks are at disadvantage) but still deals the same damage as a longsword (1d8).
6. What does 30 120 mean in javelin?
If it’s under 30 feet, it’s a regular range attack. If it’s between 30 and 120 feet, it’s a disadvantage range attack, and if it’s over 120 feet, it’s too far.
7. What is a disadvantage on range in D&D?
Aiming 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. Also, attacking within the weapon’s “long range” imposes disadvantage.
8. How is distance measured in DND?
Simply counting the squares or hexes from the grid next to your starting point to the grid where you want to stop is how you measure the distance. 1 square is usually equal to 5 feet.
9. How far can a bow shoot in D&D?
For instance, a longbow in D&D has a 150/600ft range. A longbow in the 16th century has a range of 660ft just for layman’s practice, with an expert having nearly twice that range.
10. Can Ranger shoot twice?
Yes! Per the Players Handbook, the ranger gets “Extra Attack” at fifth level. “Extra Attack”- Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action.
11. What is the 1 20 rule in D&D?
In the core rules, rolling a 1 or 20 on a d20 has a special rule only if you’re making an attack roll or a death saving throw. Rolling a 20 on a d20 is an automatic success only for an attack roll, not for an ability check or a save.
12. Can stats go above 20 dnd?
Ability Scores and Modifiers. A score of 10 or 11 is the normal human average, but adventurers and many monsters are a cut above average in most abilities. A score of 18 is the highest that a person usually reaches. Adventurers can have scores as high as 20, and monsters and divine beings can have scores as high as 30.
13. How big is a 20ft radius DND?
The radius of a sphere is the center point to the perimeter. So a sphere with a radius of 20 feet is 40 feet in diameter (the measurement straight across the sphere). For instance, fireball has a radius of 20 feet, which means the area of effect sphere is 40 feet.
14. How far is a hex in D&D?
On a kingdom-scale map, each hex represents 6 miles. For mapping a whole continent, use a scale where 1 hex represents 60 miles.
15. What is the take 20 rule in D&D?
Taking 20 means you are trying until you get it right, and it assumes that you fail many times before succeeding. Taking 20 takes 20 times as long as making a single check would take (usually 2 minutes for a skill that takes 1 round or less to perform).
Final Thoughts
Mastering weapon ranges is an essential part of becoming a skilled D&D player. By understanding the mechanics of range and considering tactical implications, you can significantly improve your combat effectiveness and contribute to your party’s success. Remember to consider all factors, including cover, visibility, and the relative positions of your allies and enemies.
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