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Rule Reminders


Ranges

https://app.demiplane.com/nexus/daggerheart/rules (under range)

Melee:
 You are within touching distance of the target. As a PC, you can generally touch targets up to a few feet away from you, but Melee range may be greater for especially large NPCs.

Very Close: You’re very close to a target, allowing you to see its fine details—and to reach it within moments, if need be. This is generally about 5-10 feet away. While in danger, you can usually move into Melee with anything that’s Very Close as part of any other action you make. Anything on a battle map that is within the shortest length of a game card (~2-3 inches) can usually be considered Very Close.

Close You’re close enough to a target to see its prominent details, such as across a room or in a neighboring market stall. This is generally about 10-30 feet away. While in danger, you can generally move into Melee with anything that’s Close as part of any other action you make. Anything on a battle map that is within the length of a standard pen or pencil (~5-6 inches) can usually be considered Close.

Far You’re far enough away that you can see the appearance of a target, but probably not in detail, such as across a small battlefield or down a large corridor. This is generally about 30-100 feet away. While in danger, the GM will usually require you to make an Agility check if you want to safely move into Melee with something that's Far from you. Anything on a battle map that is within the length of a standard piece of paper (~11-12 inches) can usually be considered Far.

Very Far You’re very far away, and while you might be able to see the shape of a person or object, you probably can’t make out any details, such as across a large battlefield or down a long street. This is generally about 100-300 feet away. While in danger, the GM will usually require you to make an Agility check if you want to safely move into Melee with something that’s Very Far from you. Anything on a battle map that is beyond Far distance, but still within the bounds of the conflict can usually be considered Very Far.

Out of Range: Anything beyond your Very Far range is out of your range and usually can’t be targeted.

 


Optional Rule: Defined Ranges

If your table would rather operate with more precise range rules, you can use a 1-inch grid battle map during combat. If you do, use the following guides for play:

Melee: 1 square | Very Close: 3 squares | Close: 6 squares | Far: 12 squares | Very Far: 13+ squares


Moving

When you’re not in a dangerous, difficult, or time-sensitive situation, you don’t generally need to worry about how fast you move. However, the following rules apply when you’re under pressure (such as when you’re in danger or when the action tracker is in play).

Moving Close During Actions

If you’re doing something that requires an action roll, you can also freely move to a location within your 

Close range (including Very Close and Melee), before or after using that action. This location must be somewhere your character could easily reach within the story. If you want to move Far or Very Far, or if you want to reach an area that’s not easily accessible (such as one that requires climbing, swimming, or jumping), follow the rules below.

Moving Far or Without an Action

If you’re not already making an action roll, or if you want to move farther than your Close range, you’ll typically need to succeed on an 

 roll to safely reposition yourself. The GM sets this difficulty depending on the situation. On a failure, you might only be able to move some of that distance, the adversaries might act before you can make it, or something might prevent you from moving at all. If there is no risk or potential complication in moving a certain distance, no roll is required.

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