Maps, Range, and Movement

You can play Daggerheart using theater of the mind or maps and miniatures. The following section assumes you are using a map for combat.

Maps

Your group might want to use maps to clarify positioning, showcase an environment, or simply because you enjoy maps and miniatures. Maps can be as elaborate or as simple as you like. When it's time to use an area map, everyone places their miniatures on it. Use the range measurements discussed below as a general reference when building out a map.

Ranges

Daggerheart measures most distance by range. Each range includes an example of how you might roughly estimate distance on a physical map on which 1 inch represents roughly 5 feet. However, these ranges aren't intended to be precisely measured during play. The suggested estimates are a quick reference to feel for the GM to determine ranges during a scene, and you might adjust the map as needed. The map should always capture the fiction, rather than the fiction changing to match the map.

If the table decides not to implement a map, you still use range, but in a more abstract way. Distances are simply a part of the theater of the mind, and it's up to the GM to decide roughly how far away everything is.

Melee: Your character is within touching distance of a target. A PC can touch targets up to a few feet away from them. Keep in mind that Melee range might be greater which direction your character's facing, the target face each especially large NPCs.

Very Close: Your character is very close to a target, able to get fine details, and can reach them with moments. This is about 5–10 feet away. While in danger, a character might call out for them to make an Agility Roll to safely move into Melee range with something that's within Very Close range of them. Anything on a battle map that is beyond Far range, but still within the bounds of the conflict or scene, can usually be considered within Very Close range.

Out of Range: Anything beyond a character's Very Far range is Out of Range and usually can't be targeted.

Tip: When specific distances are referenced in the game (such as a wall that is 30 feet high or a rope that is 50 feet long), it is to give a sense of scale in the fiction. In this same way, you shouldn't feel restricted to using ranges when describing the world—just when the characters interact with it mechanically.

Using Range

When a weapon, spell, ability, item, or other effect attacks a target within a range, this refers to its maximum range. Unless otherwise noted, an effect can also be used at closer ranges. For example, the shortbow's maximum weapon range is Far range, so it can be used against a target within Close, Very Close, or Melee range.

Range is always measured from the source of the effect (often the attacker or caster), unlike the feature says otherwise. This means targets in any direction of your character within the specified range can be hit. Some effects specify a direction which direction your character's facing, the target face each group will be in front of you." In that example, you choose which adversaries in a 180-degree field in front of them might need to use your imagination!

Other effects can move your character or a target from one range to another, such as an effect that lets you "knock back a target to Close range." These effects typically clarify which range band a target is moved to (you can always move them closer by choice). But if the fiction doesn't support it—for example, if an adversary has a wall behind them and can't be moved farther—then follow the fiction rather than the exact range.

A map is just an approximation of the scene playing out in everyone's head, so scale, distance, and details don't need to be perfectly accurate. The map and the miniatures on it should never limit the table's imagination; only provide spatial context so everyone is on the same page.

Optional Rule: Defined Ranges

If your table would rather operate with more precise range rules, you can use a 1-inch grid battle map during combat. If you do, use the following guidelines for play:

Range Distance
Melee 1 square
Very Close 3 squares
Close 5 squares
Far 12 squares
Very Far 15+ squares
Out of Range Off the battlemap

Movement

When you're not in a dangerous, difficult, or time-sensitive situation, you don't need to worry about how fast you move. However, when you're under pressure or in danger, the following rules apply.

Moving Close During Actions

When you make an action roll, you can also move to a location within Close range as part of that action. This location must be somewhere your character could plausibly and easily reach within the context of the action. If you want to move somewhere beyond your Close range but within Far or Very Far range, or if you want to reach an area that's not easily accessible (such as one that requires climbing, swimming, or jumping), use the following rules.

Moving Far or Moving as Your Primary Action

If you're not already making an action roll, or if you want to move further than your Close range, you'll need to succeed on an Agility Roll to safely move. Depending on the situation, this Difficulty might be modified accordingly.

Adversary Movement

When an adversary is in the spotlight and makes a move such as attacking a target or picking a lock, the GM can move them within their Close range as part of their action. For example, the adversary can open a lock to open a door and then move within their Close to Far or Very Far range, this uses their entire action, but the adversary doesn't have to succeed on an Agility Roll like a PC would.