Range
In Daggerheart, rules don’t measure distance by feet, but by range. Each range includes an example of how you might quickly 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 guide for the GM to determine ranges during a scene, and they may adjust the map as needed to reflect whatever creates a satisfying story.
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
You are within touching distance of the target. As a PC, you can generally touch targets up to a few feet away from you, but Melee range may be greater for especially large NPCs.
Very Close
You’re very close to a target, allowing you to see its fine details—and to reach it within moments, if need be. This is generally about 5-10 feet away. While in danger, you can usually move into Melee with anything that’s Very Close as part of any other action you make. Anything on a battle map that is within the shortest length of a game card (~2-3 inches) can usually be considered Very Close.
Close
You’re close enough to a target to see its prominent details, such as across a room or in a neighboring market stall. This is generally about 10-30 feet away. While in danger, you can generally move into Melee with anything that’s Close as part of any other action you make. Anything on a battle map that is within the length of a standard pen or pencil (~5-6 inches) can usually be considered Close.
Far
You’re far enough away that you can see the appearance of a target, but probably not in detail, such as across a small battlefield or down a large corridor. This is generally about 30-100 feet away. While in danger, the GM will usually require you to make an Agility check if you want to safely move into Melee with something that’s Far from you. Anything on a battle map that is within the length of a standard piece of paper (~11-12 inches) can usually be considered Far.
Very Far
You’re very far away, and while you might be able to see the shape of a person or object, you probably can’t make out any details, such as across a large battlefield or down a long street. This is generally about 100-300 feet away. While in danger, the GM will usually require you to make an Agility check if you want to safely move into Melee with something that’s Very Far from you. Anything on a battle map that is beyond Far distance, but still within the bounds of the conflict can usually be considered Very Far.
Out of Range
Anything beyond your Very Far range is out of your range and usually can’t be targeted.
Using Range
When a weapon, spell, ability, item, or other effect states a range, this refers to its maximum range. Unless otherwise noted, an effect can be used at closer ranges as well. For example, the Shortstaff starting weapon has Close range, so you can use it against a target within Close or Melee range, but not against a target that’s Far, Very Far, or Out of Range.
Some effects may also specify a certain area within their range, such as an effect that targets “all enemies in front of you”. In that example, you choose which direction you’re facing, then target each enemy in a 180-degree field in front of you. As with other rules in this game, use common sense when interpreting these effects—they’re there to support the story, not limit it.
Some effects can move you or a target from one range to another, such as an effect that lets you “push a target out of Melee range.” In that example, you would move them to the next range, from Melee to Very Close range.
You can always ask the GM which of your ranges a certain target is in, or you can ask which targets are within your desired range. The 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 that 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 guides for play:
Melee: 1 square | Very Close: 3 squares | Close: 6 squares | Far: 12 squares | Very Far: 13+ squares