Rules

Range

Range

Daggerheart measures most distance by range. Each range includes an example of how you might quickly estimate distance on a physical map on which 1 inch represents roughly 5 feet. However, these ranges aren’t intended to be precisely measured during play. The suggested estimates are a quick guide for the GM to determine ranges during a scene, and they might adjust the map as needed. The map should always adjust to capture the fiction, rather than the fiction changing to match the map.

If the table decides not to implement a map, you still use range, but in a more abstract way. Distances are simply a part of the theater of the mind, and it’s up to the GM to decide roughly how far away everything is.

Melee

Your character is within touching distance of the target. A PC can touch targets up to a few feet away from them. Keep in mind that Melee range might be greater for especially large NPCs.

Very Close

Your character is very close to a target, able to see their fine details, and can reach them within moments. This is about 5–10 feet away. While in danger, a character can move into Melee range with anything that’s within Very Close range of them as part of their action. Anything on a battle map that is within the shortest length of a game card (2–3 inches) can usually be considered within Very Close range.

Close

Your character is close enough to a target to see their prominent details, such as across a room or in a neighboring market stall. This is about 10–30 feet away. While in danger, a character can move into Melee range with anything that’s within Close range of them as part of their action. Anything on a battle map that is within the length of a standard pen or pencil (5–6 inches) can usually be considered within Close range.

Far

Your character is far enough away that they can see the appearance of a target, but not in detail, such as across a small battlefield or down a large corridor. This is about 30–100 feet away. While a character is in danger, the GM might call for them to make an Agility Roll to safely move into Melee range with something that’s within Far range of them. Anything on a battle map that is within the length of the long edge of a standard piece of paper (11–12 inches) can usually be considered within Far range.

Very Far

Your character is very far away, such as across a large battlefield or down a long street, and while they might be able to see the shape of a person or object, they likely can’t make out any details. This is about 100–300 feet away. While a character is in danger, the GM might call for them to make an Agility Roll to safely move into Melee range with something that’s within Very Far range of them. Anything on a battle map that is beyond Far range, but still within the bounds of the conflict or scene, can usually be considered within Very Far range.

Out of Range

Anything beyond a character’s Very Far range is Out of Range and usually can’t be targeted.

Tip: When specific distances are referenced in the game (such as a wall that is 30 feet high or a rope that is 50 feet long) it is to give a sense of scale in the fiction. In this same way, you shouldn’t feel restricted to using ranges when describing the world—just when the characters interact with it mechanically.

Using Range

When a weapon, spell, ability, item, or other effect states a range, this refers to its maximum range. Unless otherwise noted, an effect can also be used at closer ranges. For example, the shortstaff weapon has a Close range, so it can be used against a target within Close, Very Close, or Melee range.

Range is always measured from the source of the effect (often the attacker or caster), unless the feature says otherwise. This means targets in any direction of your character within the specified range can be hit. Some effects specify a certain area within their range, such as an effect that targets “all adversaries in front of you”. In that example, you choose which direction your character is facing, then target each adversary in a 180-degree field in front of them. If an effect targets creatures in a line, then you target each adversary in a straight line within the specified range. As with other rules in this game, use common sense when interpreting these effects—they’re there to support the story, not limit it.

Other effects can move your character or a target from one range to another, such as an effect that lets you “knock back a target to Close range”. These effects typically clarify which range band a target is moved to (you can always move them closer by choice). But if the fiction doesn’t support it—for example, if an adversary hits a wall and can’t be moved any farther—then follow the fiction rather than the exact range.

A map is just an approximation of the scene playing out in everyone’s head, so scale, distance, and details don’t need to be perfectly accurate. The map and the miniatures on it should never limit the table’s imagination, only provide spatial context so everyone is on the same page.

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 guidelines for play:

  • Melee: 1 square
  • Very Close: 3 squares
  • Close: 6 squares
  • Far: 12 squares
  • Very Far: 13+ squares
  • Out of Range: Off the battlemap

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