Range Bands
Texto
Instead of measuring discrete units of space, Legend of the Five Rings handles the concept of distance between two people or objects abstractly, using range bands. Range bands are a set of numbered, approximate distances that can be used to define spatial relationships between two points when that information is needed.
Table 6–4: The Seven Range Bands
RANGE | DISTANCE | DESCRIPTION
Range 0 | Touch (1–2 feet) | At this range, two foes can grapple and use small weapons such as knives, but longer weapons are hard to wield effectively. Objects at range 0 might be at the person’s feet, or even on their person, and a character can interact with them.
Table 6–3: Silhouette Examples
VALUE | EXAMPLES
0 | Handheld objects, cats, small dogs
1 | Children, large dogs, goblins
2 | Adult humans, ningyo, tengu
3 | Horses, naga, rakshasa, trolls
4 | Ogres, elephants
5 | Dragons
Range bands allow narrative scenes and conflicts— especially skirmishes—to move at a faster pace, glossing over some specifics. Using range bands also means that representations on a tactical map are not strictly necessary for conflicts, though they can still be useful for helping keep track of relative positions.
Note that range bands increase in scale as they increase in number—the difference in the distance between range 0 and range 1 (from arm’s reach to sword reach) and the distance between range 5 and range 6 (from a hundred or more yards to the edge of perceptible range) is substantial. This reflects the difficulty inherent in closing with or escaping a foe while allowing characters to reposition strategically when not being impeded.
Range 1 | Sword (1–2 yards) | The optimal range for fighting with a sword. A character can generally interact with people and objects at range 1. Most skills that have a manual aspect require the target or object to be at range 0–1.
Range 2 | Spear (3–4 yards) | The range at which polearms such as spears and naginata have the greatest advantage.
Range 3 | Throw (5–10 yards) | The range at which thrown missile weapons are most effective.
Range 4 | Bow (11–100 yards) | The midrange for missile weapons like bows. Generally speaking, this range coincides with the edge of earshot for most characters.
Range 5 | Volley (100+ yards) | The distance to the outer edge of the range at which missile weapons are accurate. This is the farthest most characters can see any details.
Range 6 | Sight (more than a few hundred yards) | Range 6 represents the maximum distance at which one can interact with a human-sized target (albeit minimally). To travel beyond range 6 of their current location, a character must generally travel in narrative time or downtime.
Range Bands on a Tactical
Grid (Optional Rule)
Using range bands on a tactical grid requires a few additional guidelines, but adds a level of granularity many players enjoy. Note that some of the distances of the individual range bands are adjusted slightly in this model to fit on commonly sized tactical maps, and the same situation may produce different results than it would using the more abstract model. As with all matters, GMs should choose the option that best suits their storytelling style, campaign, and each individual scene.
Distances
Range bands can be converted to distances on a tactical grid as follows:
Range 0: The square the character occupies.
Range 1: The squares adjacent to range 0.
Range 2: The next row of squares adjacent to range 1.
Range 3: The next row of squares after range 2.
Range 4: The next 4 rows of squares after range 3.
Range 5: The next 5 rows of squares after range 4.
Range 6: Any squares on the grid beyond range 5.
Adjacency of Squares
Two squares are adjacent if they share an edge or a corner.
Movement
When an effect instructs a character to move 1 or more range bands, the character moves up to 3 squares per range band they are instructed to move.
Diagonal Squares: Squares diagonal to a character’s current square are considered adjacent, but moving into a diagonally adjacent square counts as moving 1 additional square.
Difficult Squares: Exiting a square occupied by an enemy (a hostile character, as defined by the GM) or obstacle (terrain with the Entangling terrain quality, vertical distance, etc.), counts as moving 1 additional square (up to a total of 3 squares, if the character is also moving diagonally).
Resolving Movement: Each move from one square to the next is resolved sequentially, with the character moving between two adjacent squares. If a character cannot complete a proposed move between two squares with their remaining movement, they must stop or move to a different square that they can reach.
Combining Movement: At the GM’s discretion, multiple effects that allow a character to move 1 or more range bands at the same time can be combined, allowing the character to move a number of squares equal to the sum of the number of range bands they were instructed to move multiplied by 3.
Diagram: 6–1 Range Bands in Squares
Range bands extend away from a character in all directions in the following increments.
0 | 1 | 2 | 3 | 6 | 10 | 15
Range
0 Range
Range
5 Range
4 Range
Range | 3
1 Range
2
6
Diagram 6–2: Diagonals
Diagram 6–3: Examples
Two methods of moving 3 squares
Range bands radiate out including diagonal squares.
Range
2
Range
0
Range
1
1
1 | 1
1
2–3
Texto do livro
Core Rulebook · Chapter 6: Scenes and Conflicts › Silhouette, Range Bands, and Terrain › Range Bands · p. 265 p. 266
Mostrar o texto como impresso
Instead of measuring discrete units of space, Legend of the Five Rings handles the concept of distance between two people or objects abstractly, using range bands. Range bands are a set of numbered, approximate distances that can be used to define spatial relationships between two points when that information is needed.
Table 6–4: The Seven Range Bands
RANGE | DISTANCE | DESCRIPTION
Range 0 | Touch (1–2 feet) | At this range, two foes can grapple and use small weapons such as knives, but longer weapons are hard to wield effectively. Objects at range 0 might be at the person’s feet, or even on their person, and a character can interact with them.
Table 6–3: Silhouette Examples
VALUE | EXAMPLES
0 | Handheld objects, cats, small dogs
1 | Children, large dogs, goblins
2 | Adult humans, ningyo, tengu
3 | Horses, naga, rakshasa, trolls
4 | Ogres, elephants
5 | Dragons
Range bands allow narrative scenes and conflicts— especially skirmishes—to move at a faster pace, glossing over some specifics. Using range bands also means that representations on a tactical map are not strictly necessary for conflicts, though they can still be useful for helping keep track of relative positions.
Note that range bands increase in scale as they increase in number—the difference in the distance between range 0 and range 1 (from arm’s reach to sword reach) and the distance between range 5 and range 6 (from a hundred or more yards to the edge of perceptible range) is substantial. This reflects the difficulty inherent in closing with or escaping a foe while allowing characters to reposition strategically when not being impeded.
Range 1 | Sword (1–2 yards) | The optimal range for fighting with a sword. A character can generally interact with people and objects at range 1. Most skills that have a manual aspect require the target or object to be at range 0–1.
Range 2 | Spear (3–4 yards) | The range at which polearms such as spears and naginata have the greatest advantage.
Range 3 | Throw (5–10 yards) | The range at which thrown missile weapons are most effective.
Range 4 | Bow (11–100 yards) | The midrange for missile weapons like bows. Generally speaking, this range coincides with the edge of earshot for most characters.
Range 5 | Volley (100+ yards) | The distance to the outer edge of the range at which missile weapons are accurate. This is the farthest most characters can see any details.
Range 6 | Sight (more than a few hundred yards) | Range 6 represents the maximum distance at which one can interact with a human-sized target (albeit minimally). To travel beyond range 6 of their current location, a character must generally travel in narrative time or downtime.
Range Bands on a Tactical
Grid (Optional Rule)
Using range bands on a tactical grid requires a few additional guidelines, but adds a level of granularity many players enjoy. Note that some of the distances of the individual range bands are adjusted slightly in this model to fit on commonly sized tactical maps, and the same situation may produce different results than it would using the more abstract model. As with all matters, GMs should choose the option that best suits their storytelling style, campaign, and each individual scene.
Distances
Range bands can be converted to distances on a tactical grid as follows:
Range 0: The square the character occupies.
Range 1: The squares adjacent to range 0.
Range 2: The next row of squares adjacent to range 1.
Range 3: The next row of squares after range 2.
Range 4: The next 4 rows of squares after range 3.
Range 5: The next 5 rows of squares after range 4.
Range 6: Any squares on the grid beyond range 5.
Adjacency of Squares
Two squares are adjacent if they share an edge or a corner.
Movement
When an effect instructs a character to move 1 or more range bands, the character moves up to 3 squares per range band they are instructed to move.
Diagonal Squares: Squares diagonal to a character’s current square are considered adjacent, but moving into a diagonally adjacent square counts as moving 1 additional square.
Difficult Squares: Exiting a square occupied by an enemy (a hostile character, as defined by the GM) or obstacle (terrain with the Entangling terrain quality, vertical distance, etc.), counts as moving 1 additional square (up to a total of 3 squares, if the character is also moving diagonally).
Resolving Movement: Each move from one square to the next is resolved sequentially, with the character moving between two adjacent squares. If a character cannot complete a proposed move between two squares with their remaining movement, they must stop or move to a different square that they can reach.
Combining Movement: At the GM’s discretion, multiple effects that allow a character to move 1 or more range bands at the same time can be combined, allowing the character to move a number of squares equal to the sum of the number of range bands they were instructed to move multiplied by 3.
Diagram: 6–1 Range Bands in Squares
Range bands extend away from a character in all directions in the following increments.
0 | 1 | 2 | 3 | 6 | 10 | 15
Range
0 Range
Range
5 Range
4 Range
Range | 3
1 Range
2
6
Diagram 6–2: Diagonals
Diagram 6–3: Examples
Two methods of moving 3 squares
Range bands radiate out including diagonal squares.
Range
2
Range
0
Range
1
1
1 | 1
1
2–3
