Long-range combat

Just to remind you, the basic value of Long-range combat (bLR) is determined via the formula: bLR=int[(IN+DE+ST)/4]. To this basic value you will add your talent points (TaP) in Shot weapons and Throw weapons to result in you Long-range skill for each individual kind of long-range weapon (LR).  
Example: Yallina is an elf with IN: 13, DE:12, ST:9 and a TaP "Shot weapons" of 6 as well as a TaP "Throw weapons" of 3. So her basic value for long-range combat will be bLR=(13+12+9)/4=34/4=8.5. You take only the integer and get 8. Now her talent abilities will be added to give 14 in "Shot weapons" and 11 in "Throw weapons". 
Now, the interesting point: Archery and throwing knifes are difficult to present as simple rules. Many factors have a strong influence: the kind of weapon, size and distance of the target, is there any cover ? You have to look for a compromise between reality and playability. So let us have a look at these determining factors and their effects:  


There are many targets a hero could aim at: possibilities range from silver daler to dragons. So targets have to be judged and put into categories according to their size:  
tiny Silver daler, dragon eye, mouse, rat, toad etc.
wee Snake, fasan, cat, raven etc.
little Wolf, hobgoblin, dwarf, roe etc.
average Goblin, elf, men, ork etc.
big Horse, elk, ogre, troll etc.
huge Barn-door, dragon, elephant, giant etc.
The master may decide which item fits into which of these categories. If the target is covered it is usually smaller than its actual size. A goblin, for example, is an average target. If you can only see the upper part of its body, this reduces to a little target. Only its head and this will even be a wee target. 

 If a target moves you should deal with it as one size smaller. So a moving snake would be a tiny target instead of a wee target. If you can actually sink of the target as an intelligent moving body, you have to reduce it by two classes. This is only possible for intelligent creatures and hares. 


As the targets the distance is also split up into ranges:  
extremely near 1-5 steps
very near 5-10 steps
near 10-15 steps
average 15-25 steps
far 25-40 steps
very far 40-60 steps
extremely far 60-100 steps
These distances do not give any maximum ranges for weapons, they give a range in which reasonable aiming is possible. Of course, an arrow of a long bow may fly further than that, but if it will hit the target has to be considered from situation to situation. It is the master's choice alone outside these ranges.  

Archery and throwing

Each time a hero wants to use a long-range weapon to actually hit something or somebody, she has to roll a test on her Long-range skill. The difficulty of such a test depends on distance and size of the target and this difficulty, i.e. an additive to the test, may be determined by one of the following tables. You proceed as always: Roll the 20-sided die, add the additive to the result and compare it to your long-range skill. If the result is equal or less than the skill, you have succeeded. Otherwise you failed.  
Yallina (Shot Weapons:11) wants to hit an elk (big target) with an arrow of her long-bow in a distance of 50 metres (very far). So, as we can see from the long bow table, she has to stand a harder test plus 7, i.e. the additive +7, she may only roll a 7 or less to succeed (14-7=7).  

Now, consider Yallina (Throw weapons:11) had a spear instead of her long bow. Looking at the spear table, you will see that it is impossible for her to succeed in the test. (The whole line is missing as you might notice) Only the gods (presented by the gamemaster) may help her in this situation and the gods are very reluctant to mess about with men. 


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