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Mechanics

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