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View Full Version : Range Dice in R&C: how do they work?



Evil Dr Ganymede
07-15-2005, 10:32 PM
Humour me here - I need to know exactly how these work...

- What - exactly - are the Range dice in R&C supposed to represent, as it seems to be more than just 'range'? And how are they calculated for each weapon? This would be useful to know esp. if one is trying to convert ranged weapons from other games. Ideally I would like a definite answer here from a designer, not someone's best guess.

- What is it about a Hunting Bow that gives it a lower Range dice (1D/2D) compared to a Crossbow (2D/3D) whose max range is only 25 paces longer? And 1D/2D is the same as an arquebus, which is half the max range of a Hunting Bow. so the number of dice doesn't seem to be directly related to Range...

- Why do most weapons (except the arquebus) have higher dice at Extreme range than at Optimal? Why does the Pistol have higher Range Dice at Optimal Range and lower range dice at Extreme?

- If we're going by rate of fire per volley, a Hunting Bow can fire 3 times per 20-action Volley (6 action reload/acquire/fire cycle) and a Great Bow can basically fire 2 times per 20-action Volley (8 action reload/acquire/fire cycle), a Crossbow fires once per 20-action Volley (18 action reload/acquire/fire cycle), Heavy Crossbows fire once per two 20-action Volleys (34 action reload/acquire/fire cycle), and Guns fire once per three 20-action Volleys (42 action reload/acquire/fire cycle). I don't think this is being factored into the Range Dice though, since you supposedly do only one action per Volley in the default rules and can't fire multiple times. But rate of fire strikes me as being a possible factor to include in the Range Dice calculation - the more you can fire, the more likely you will prevent your opponent from moving.

EDIT: Me no can count :)