japridemor wrote:we are going to price the new Inverted Range-Based DMG/PEN/ROF at 1.3 x 1.6 or 2.1 total. Comments?
The modifier should be x2.3.
Definitively.
Yup.

Seriously, here's how I came up with that:
Basically, the idea is that you'll likely get more (and more effective) shots at longer ranges, for the following reasons:
(1) You're going to want to keep the range open.
(2) There are more hexes at longer ranges.
(3) Early hits are worth more (learned at cost during the banked-weapons fiasco...)
So, the three range bands are "weighted": short x1, medium x2, long x3.
A normal weapon has the same dice at all ranges, so:
1x1 + 1x2 + 1x3 = 6
An inverted-range-based weapon would have twice the dice at medium range and thrice the dice at long range, so:
1x1 + 2x2 + 3x3 = 14
14 divided by 6 is 2.33...
This is essentially how we determined the range-based mods in the first place:
3x1 + 2x2 + 1x3 = 10
10 divided by 6 is 1.66...
And it is also appropriate for the inverted modifiers. If you have a 5+ base to-hit, you have 50% more hits at short range and 50% fewer hits at long range, so:
3x1 + 2x2 + 1x3 = 10
When inverted, this becomes:
1x1 + 2x2 + 3x3 = 14
So the modifier for inverted mods should be 1.4, not 1.3. Multiplying the mod for range-based by 1.4, you get 2.33, or what we've already decided should be the modifier for inverted-range-based.
Thus, japridemor's approach was sound to begin with -- but inverted mods is undercosted slightly.
Dan