House rule: Spell Range Increments [Archive] - Wizards Community

Post/Author/DateTimePost
Degobah

01-04-05, 06:40 AM
Hi anyone,
Looking at casters the other day, I thought it looked odd that ranged spells have no range increments- if you have a Long range ray spell its as easy to hit someone 10 feet away as it is to hit someone 600 feet away...?

Question is, how to give spells Range Increments and still give higher-level casters an increased range? Should casters even get a longer range with their spells- a fighter can't shoot an arrow any further when they go up level (and still hit, anyway).

Currently I was thinking of abolishing the listed ranges and instead give the spells the current distances IMC (the next one anyway)
Short: 10 ft range increment
Medium: 25 ft range increment
Long: 50 ft range increment
(Double the range increments for Enlarged spells)

Thoughts anyone??
Thelon Fairblade

01-04-05, 08:15 AM
For starters, many spells do not require to hit rolls. So Range Penalties do not apply.

Secondly, range categories extend for 10 steps... Range 50' would give you a max range of 500', at -20 to hit. compare to the caster's current "400'+, no penalties"... this is a major power down.

Part of the magic is used to strike the target. Spells that don't automatically hit have a correspondin advantage, usually that they breach SR.
strenoth

01-05-05, 12:13 AM
Just hink fo the rang eof tocuh attack spells as being the limit of the spell's energy, and that's it. So no change of accuracy/range increments is nessecary.