Encounter Distance
The distance between two groups is an important part of setting up the battle.
The terrain and weather have a great effect on encounter distance; even an
eagle-eyed character will have a hard time spotting his enemies in a dense fog or
pitch-black night.
The DM can simply assign an encounter distance based on his estimation of the
situation, or he can roll on the table below. In many cases, the range of the
encounter is obvious; if a party of heroes kicks down a dungeon door and storms
a guardroom, it stands to reason that the gnoll warriors are somewhere in that room.
Situation
| Range (melee scale)
|
Both groups surprised
| 1d4 squares
|
One group surprised
| 1d6 squares
|
No surprise:
|
|
Smoke or heavy fog
| 1d8 squares
|
Jungle/dense forest
| 2d10 squares
|
Light forest
| 4d6 squares
|
Scrub/brush/bush
| 4d12 squares
|
Grassland/field
| 10d6 squares
|
Dungeon/night
| Limit of vision
|
No cover
| Long missile range
|
Note that dungeon or night encounters refer to the vision limits of whoever
can see the farthest. If a party of heroes equipped with lanterns can see 30 feet
in a dark forest, a hunting party of orcs that can see 60 feet may try to open
the battle with a volley of arrow fire out of the darkness.
If a situation arises where there is no real cover or the enemy’s approach is
detected hundreds of yards away, the encounter should be set up at the maximum
range of the longest-range missile weapon in the fight. In this case, it will
probably be necessary to begin the battle in missile scale and move to melee
scale when the groups close.
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