midnight756
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As title says. Does strong wind impose the -2 penalty also on spells with ranged attacks?
Nothing under weather or wind stats it doesn't work the idea of strong winds/ tornados is more than the wind pulling your attack off course. You need to account for trying to aim through massive amounts of debris. Or the effects of someone aiming in unfamiliar conditions. I would impose the penalty but roleplay the reason other than your spell diverts.
| Gilfalas |
As title says. Does strong wind impose the -2 penalty also on spells with ranged attacks?
I would say no for the most part, unless the spell creates a realtively substantial physical object as part of the range touch attack.
Wind definately affects an arrow in flight (hell even bullets if the shot is long enough as any sniper will say). If a spell creates a physical thingy and then 'propels' it then I would say wind would react with it.
But Scorching Ray, Bolt of Glory, Ray of Enfeeblement and so on? No, those are all pure magic &/or energy that I would think wind would not affect.
By contrast I would probably state that the various conjuration 'Orb' spells from 3.5 WOULD take a hit in high winds.
Happler
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Humanas wrote:As title says. Does strong wind impose the -2 penalty also on spells with ranged attacks?I would say no for the most part, unless the spell creates a realtively substantial physical object as part of the range touch attack.
Wind definately affects an arrow in flight (hell even bullets if the shot is long enough as any sniper will say). If a spell creates a physical thingy and then 'propels' it then I would say wind would react with it.
But Scorching Ray, Bolt of Glory, Ray of Enfeeblement and so on? No, those are all pure magic &/or energy that I would think wind would not affect.
By contrast I would probably state that the various conjuration 'Orb' spells from 3.5 WOULD take a hit in high winds.
I agree with Midnight756's opinion Gilfalas. Mostly because the strong winds do not just effect the to hit roll, but also perception checks at the same amount. I view this miss chance, not only as the projectile veering off, but also you just having problems aiming correctly with stuff blowing around, etc..
From the PRD:
Strong Wind: Gusts that automatically extinguish unprotected flames (candles, torches, and the like). Such gusts impose a –2 penalty on ranged attack rolls and on Perception checks.
Think of it as sand/dirt being kicked up, etc...
| Trikk |
I will have to Gilfalas on this one. It doesn't seem plausible that energy/magical effects get carried away by wind or are obscured by debris. Weather effects on magic are represented through concentration checks, adding also penalties on ranged touch seems too much to me.
That's a very poor straw man argument. Nobody has suggested that magical energy will blow away in the wind.
| Humanas |
Strong winds impose penalties on perception checks mostly duo to noise I think. There are not always debris around to be knocked up, that's circumstantial. Also about the straight arm thingy, if a wind is so strong as to impede arm movement then isn't it logical that it should apply a penalty on melee attacks also ? If a spellcaster cant move at least one arm freely then he can't cast a spell, ergo the need for concentration check to cast a spell in bad weather. But strong wind does not impose such conditions.
| Trikk |
Strong winds impose penalties on perception checks mostly duo to noise I think. There are not always debris around to be knocked up, that's circumstantial. Also about the straight arm thingy, if a wind is so strong as to impede arm movement then isn't it logical that it should apply a penalty on melee attacks also ? If a spellcaster cant move at least one arm freely then he can't cast a spell, ergo the need for concentration check to cast a spell in bad weather. But strong wind does not impose such conditions.
I assume a ranged attack with a spell requires extremely fine and precise aim. Simply holding a laser pointer fixated on a person or car is challenging enough that wind interference is an issue even when you're not standing in a storm. I'd assume the same principle applies to spells.
| Humanas |
I assume a ranged attack with a spell requires extremely fine and precise aim. Simply holding a laser pointer fixated on a person or car is challenging enough that wind interference is an issue even when you're not standing in a storm. I'd assume the same principle applies to spells.
Fine and precise aim? Why? Its a touch attack, why the precision? And a spell just needs a hit not to be fixated on someone.
The black raven
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Humanas wrote:Strong winds impose penalties on perception checks mostly duo to noise I think. There are not always debris around to be knocked up, that's circumstantial. Also about the straight arm thingy, if a wind is so strong as to impede arm movement then isn't it logical that it should apply a penalty on melee attacks also ? If a spellcaster cant move at least one arm freely then he can't cast a spell, ergo the need for concentration check to cast a spell in bad weather. But strong wind does not impose such conditions.I assume a ranged attack with a spell requires extremely fine and precise aim. Simply holding a laser pointer fixated on a person or car is challenging enough that wind interference is an issue even when you're not standing in a storm. I'd assume the same principle applies to spells.
This. Also merely keeping your eyes open when a strong wind is blowing (with the associated dirt, sand, rain, whatever) is not easy.
Happler
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what if there is no dirt sand rain around?
your world has clean rooms?
I assume that when we talk about strong winds, that we are talking about weather outside. Thus a couple of things.
1) the wind is not consistent, but blustery. It will pulse strong and make it difficult to do many things in.
2) being a middle ages style game, I assume that the world is not as covered in concrete as we have now. There is plenty of places for a strong wind to pick up dirt, dust, and junk. Heck, even in a dungeon there is likely to be dirt and dust to kick up.
After all, the first wind level that you get any penalties at is 21 - 30 MPH. At the high end, this is a Beaufort scale 6 wind.
Anyway, per RAW, there is no different on how wind effects arrows or ranged touch spells. It effects all "ranged attacks" which ranged touch spells are.
but since the game is not played in a vacuum, it is up to the GM to decide on how the current environmental situation effects the game.
Morgen
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Wow you guys are putting way too much thought into this... Remember it's just a game not a real life simulator.
If high winds means a -2 penalty to ranged attacks, then any spell that is a ranged attack would suffer that -2 penalty to hit. If the spell doesn't require a to-hit roll then it doesn't care about the wind unless it specifically mentions wind in its description (like some of the cloud effect spells.) A ranged touch attack is still a ranged attack.
Scorching Ray? -2 to hit.
Fireball? Doesn't care about wind at all.
Obscuring Mist? Pretty dang worthless in strong winds.
You'd also possibly have the concentration checks to cast those spells too depending on other factors.
Wind with rain or sleet while casting (5 + spell level)
Wind with hail and debris while casting (10 + spell level)
Weather caused by spell (see spell)