Post by K Man on May 7, 2007 13:36:27 GMT -5
Alright, I've been debating this with Japic heavily for the past few days, and it's been in our minds for at least four times that long. I thought it best to put it to the members of our boards and get everyone's opinions. Maybe they have covered this before elsewhere or maybe someone has a certain way it is handled at home.
Regardless, I invite everyone to vote on this, give their thoughts and let us know what you think. I think its an important question that needs to be answered.
The question: Should threat ranges be handled in two dimensions or three?
The setup:
We've got Grok, a standard Half-Orc fighter, medium character with a longsword. Consequently, the threatens 5ft out from the square he occupies. If we were to look upon Grok from above, this is what his threat range would look like:
Grok threatens exactly 8 squares.
Now, if we take away Grok's longsword and give him a longspear, a reach 10ft weapon, and look upon him from the same view, this is what we would see:
Grok now threatens 20 squares (everything the orange touches).
Now, Arthak, the great god of battle gives Grok back his longsword and suspends him in a vast, empty space. There is nothing above or below Grok. If we look upon his threat range, cut cleanly in 3 slices to illustrate, it would look something like this:
Grok threatens 26 squares, above and below him. Arthak then decides to be a gracious god and give Grok back his longspear. If continue to look at Grok in the same view, it would look like this:
Grok now threatens 80 squares!! That is a lot of squares for Grok to threaten!
Arthak decides he is too tired to show threat ranges for a longer weapon, like a spiked chain and hopes the mortals get the idea.
The issue:
There are significant benefits to threatening in both 2D and 3D, and it must be decided how it will be handled.
Obvious benefits of threatening in 3 dimensions are the number of threatened squares. I haven't done the math, but I imagine the threat range per 5ft of reach is nearly exponential the farther out you go. From 5ft reach to 10ft reach was almost 60 threatened squares more!
Another obvious benefit of 3D threatening (for characters with reach) is that they do not need to descend to the same plane as an enemy to attack. This can be extremely helpful when a dragon wants to rake a PC in a tight canyon. He just flies overhead, takes an attack through the bottom of this threat range and never worries about obstacles that aren't on his plane.
So, let's get to the benefits of threatening in 2 dimensions. The obvious is really from the DM standpoint. As a DM, I've got less math to do, less arguments to settle, and less rules to remembers. Posts come out quicker, arguments are lessened etc...just less overhead without a headache like this.
Another benefit is granted to those without reach. In the case of Grok standing flat on a level surface, he threatens out one square and only up as far as his height. The same goes for the dragon that wants to rake Grok with his talons. To do so, the dragon must descend to Grok's plane since he cannot attack 'below' his mass. See this illustration of a side view of Grok v. a Huge Red Dragon:
The dragon must be on the same plane as Grok to attack. If Grok is hiding in a 10ft deep, 5ft wide canyon, the dragon cannot reach him because he cannot squeeze into a space that small and Grok is safe. This is far better than the possible cover that might be granted to Grok if reach came in 3D.
So, to summarize the issue, see this table:
That's the debate people. I bring it up now because it could have serious consequences for our Dragonslayers Game as the PCs are facing a huge red in a cramped tunnel. The dragon could take an AoO on Grimgor and that could have consequences, the dragon can full withdraw and escape without a scratch--so I'd like to at least get the Dragonslayers' opinion before we proceed in that game.
Cast your vote!
Regardless, I invite everyone to vote on this, give their thoughts and let us know what you think. I think its an important question that needs to be answered.
The question: Should threat ranges be handled in two dimensions or three?
The setup:
We've got Grok, a standard Half-Orc fighter, medium character with a longsword. Consequently, the threatens 5ft out from the square he occupies. If we were to look upon Grok from above, this is what his threat range would look like:
Grok threatens exactly 8 squares.
Now, if we take away Grok's longsword and give him a longspear, a reach 10ft weapon, and look upon him from the same view, this is what we would see:
Grok now threatens 20 squares (everything the orange touches).
Now, Arthak, the great god of battle gives Grok back his longsword and suspends him in a vast, empty space. There is nothing above or below Grok. If we look upon his threat range, cut cleanly in 3 slices to illustrate, it would look something like this:
Grok threatens 26 squares, above and below him. Arthak then decides to be a gracious god and give Grok back his longspear. If continue to look at Grok in the same view, it would look like this:
Grok now threatens 80 squares!! That is a lot of squares for Grok to threaten!
Arthak decides he is too tired to show threat ranges for a longer weapon, like a spiked chain and hopes the mortals get the idea.
The issue:
There are significant benefits to threatening in both 2D and 3D, and it must be decided how it will be handled.
Obvious benefits of threatening in 3 dimensions are the number of threatened squares. I haven't done the math, but I imagine the threat range per 5ft of reach is nearly exponential the farther out you go. From 5ft reach to 10ft reach was almost 60 threatened squares more!
Another obvious benefit of 3D threatening (for characters with reach) is that they do not need to descend to the same plane as an enemy to attack. This can be extremely helpful when a dragon wants to rake a PC in a tight canyon. He just flies overhead, takes an attack through the bottom of this threat range and never worries about obstacles that aren't on his plane.
So, let's get to the benefits of threatening in 2 dimensions. The obvious is really from the DM standpoint. As a DM, I've got less math to do, less arguments to settle, and less rules to remembers. Posts come out quicker, arguments are lessened etc...just less overhead without a headache like this.
Another benefit is granted to those without reach. In the case of Grok standing flat on a level surface, he threatens out one square and only up as far as his height. The same goes for the dragon that wants to rake Grok with his talons. To do so, the dragon must descend to Grok's plane since he cannot attack 'below' his mass. See this illustration of a side view of Grok v. a Huge Red Dragon:
The dragon must be on the same plane as Grok to attack. If Grok is hiding in a 10ft deep, 5ft wide canyon, the dragon cannot reach him because he cannot squeeze into a space that small and Grok is safe. This is far better than the possible cover that might be granted to Grok if reach came in 3D.
So, to summarize the issue, see this table:
3D PROS | 3D CONS | 2D PROS | 2D CONS |
|
|
|
|
That's the debate people. I bring it up now because it could have serious consequences for our Dragonslayers Game as the PCs are facing a huge red in a cramped tunnel. The dragon could take an AoO on Grimgor and that could have consequences, the dragon can full withdraw and escape without a scratch--so I'd like to at least get the Dragonslayers' opinion before we proceed in that game.
Cast your vote!