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Distance and scale calculations
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TOPIC: Distance and scale calculations
#35853
Distance and scale calculations 4 Years, 10 Months ago  
I am currently running a ADnD 2 edition game and trying to use mini's and terrain, but I'm having a hard time calculating distances and scale. I found a web page for converting scale and set up an Microsoft Excell document to figure it for me as I enter either inches to feetyards. I am using Reaper Legends minis.

The web site is. jbwid.com/scalcalc.htm

Using 1:28 scale to calculate from. The problem I'm having is that my short ranges (less than 20 yards) seems accurate enough but, the more the range increases I get huge results in inches.

Here is a list of some standard ranges scaled down to inches.

10ft = 4.23 in
10yd = 12 in

25ft = 10.7
25yd = 32

50 ft = 21in
50 yd = 64

100 ft = 42.8
100 yd = 128.5

Even though my math seems to be correct, I can't help but think that this is way off.

I can email my excel 2003 document to anyone willing to take a look at it, and see if they can findfix where I went wrong. Just send me an email at douglastilley@comcast.net

Any help or ideas would be appreciated.
dt6248
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#35854
Distance and scale calculations 4 Years, 10 Months ago  
Well, spent some more time researching scale and realized 28mm isn't 1:28, the scale for 28mm minis is 1:72.

So my new measurements are a little better
12 move = 2in
6 move = 1 in

10 feet = 1.66
10 yards = 5
20 ft = 3.33
20 yd = 10
25 ft =4.16
25 yd =12.5
50 ft =8.33
50 yd =25
100 ft = 16.67
100 yd =50
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#35855
Distance and scale calculations 4 Years, 10 Months ago  
Whats wrong with the 1"=5ft?
Harneloot
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#35856
Distance and scale calculations 4 Years, 10 Months ago  
Or 1" equals 6 feet, which is 1" equals 72", or 1:72.
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#35857
Distance and scale calculations 4 Years, 10 Months ago  
Just trying to be as precise as possible and also make sure I understood scale, which turns out I got confused between size (28mm) and scale (1:72). I've noticed that small discrepencies at short range add up at longer distances. It might not make much difference inside a building or dungeon, but my players do a lot of open wilderness stuff with bows at greater distances.

Also, since I make all my own terrain, it makes it easier when drafting it. I can draw it out on graph paper and recreate it mathmatically. I can also make things more proportioned. Trees and buildings the right height for example.

With the first version of my scale (1:28 vs. the correct 1:72) converting Excel document, I would have needed my entire living room to do a 150 yard section of road, now I only need about 6 feet.
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#35858
Distance and scale calculations 4 Years, 10 Months ago  
LOL - big difference!
Harneloot
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#35859
Distance and scale calculations 4 Years, 10 Months ago  
Depending on your system, you might be able to fudge some of that distance. (This assumes the system uses Short, Medium, Long, and Extreme ranges, or something similar. It also assumes open terrain. If not, skip this post.)

Set up zones that are the distance of the shortest reasonable missile range, often known as Point Blank or Close range. (If Close range is ten feet, go to Short.) Separate each zone by one line of squares or hexes, or lay down a strip of paper or plastic to mark the divisions.

Figure out how long it would take each character, NPC, and/or monster to cross a range increment. If you want to get fancy with movement rates for dead run, dodging while running, using cover while running, and so forth, figure out how long it would take to cross the range increment at the slowest rate, and give the player different "burn rates" for each velocity. (It will take your character 8 zulacs to cross the range increment; sneaking burns up 1 zulac, dodging between boulders burns up 2 zulacs, and a dead run burns up 4 zulacs -- go.)

Any character/NPC/monster who is moving through a range increment sits on the division line for the proper number of turns, then crosses a zone to a new division. When opponents enter the same zone, they fight; when opponents enter the same division, the GM moves them to a neighboring zone, and they fight. Archers may fire at any opponent on the battlefield.

This might save you some table/floor space. It does put some of the landscape in the imagination instead in view, but it might be worth it if it keeps you from putting the longbowmen on the back porch...
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