Weapon Traits — Volley, Propulsive, Thrown, Range
Volley (-2 within min range), Propulsive (half STR to damage), Thrown (STR-based ranged), Range increment (-2 per increment beyond first). Key ranged weapon traits.
Volley (range): This weapon is designed for medium-to-long range. You take a -2 penalty to attack rolls against targets within the specified range (typically Volley 30 ft). You're too close — the weapon is unwieldy at short range. Common on longbows.
Propulsive: You add half your STR modifier (if positive) to damage rolls. This lets ranged characters benefit from STR investment without full STR-to-damage. Common on composite bows.
Thrown (range): You can throw this weapon as a ranged attack within the specified range. Uses STR for both attack and damage (unlike DEX-based ranged weapons). After throwing, the weapon is on the ground at the target's location. Common on javelins, daggers, handaxes.
Range (increment): The listed number is the weapon's range increment. Attacks within the first increment have no penalty. Each additional increment imposes a cumulative -2 penalty (max 6 increments). A weapon with Range 60 ft:
- 0-60 ft: no penalty
- 61-120 ft: -2
- 121-180 ft: -4
- 181-240 ft: -6
- 241-300 ft: -8
- 301-360 ft: -10
Practical Notes:
- Volley penalties can be avoided by taking a Step backward before firing
- Propulsive is the standard "STR scaling for ranged" — Fighters and Rangers with composite bows benefit
- Thrown weapons are limited by action economy — you need to draw a new weapon each time
- Range increment penalties stack with MAP, making long-range third attacks nearly impossible