| Feuerrabe |
| 2 people marked this as FAQ candidate. |
Hello,
I've been considering cones from the Pathfinder Core Rule Book. I've always had my problem with the definition of the template for the 15 ft. cone aimed straight upwards and cones in general. The red dot is supposed to mark the location of origin, which it does in case of the examples for radius areas of effect. But in case of the cones it just represents the location of the caster.
Looking at how the cones spread, the actual location of origin for the up/left cone example is actually the upper right (north-east) corner of the caster's square. For the upward 15 ft. cone it's no corner at all, but the middle of the upper (northern) border.
I've made a little PDF with the results of some calculations of which fields would be in a fifteen foot cone:
https://drive.google.com/file/d/0B7N84XKHAtV5M05JYzl1NWt0UEU
Unfortunately the rules for counting through the fields were difficult to match. In my example a square lies in the area of effect if its geometric center is within the are of of effect. That's leads to slightly different results on the 45° examples.
While in the case of a mere 15ft. cone one could have simple counted this through, these are the result of a few lines of Haskell code to actually which I have posted here:
http://pastebin.com/J8xw6E5M
(not that this links will become dead in one month)
For example, if I loud the module and enter:
> squaresInCone (2, 1) "NW" (pi / 4) 3
meaning, I want the squares in a cone originating from the north western corner of square 2 east and 1 north with an angle of pi/4 = 45° and a length of three fields I get:
[(2.0,2.0),(2.0,3.0),(2.0,4.0),(3.0,2.0),(3.0,3.0),(3.0,4.0),(4.0,2.0),(4.0,3.0)]
Of course I don't really consider "cones" here but quarter circles, a third dimension would be too complicated.
EDIT: The first version of the PDF file contained an error with the 22.5° cones.
FLite
|
| 1 person marked this as a favorite. |
I am a computer programmer. Though I am not familiar with haskell, I know enough to read what he wrote. Unfortunatly, it is irrelevant to pathfinder as he is calculating distance geometrically from center of square to center of square, which is not how pathfinder calculates distance.
Feuerrabe, you need to be calculating distances as an A* path finding algorithm, with diagonals weighted as 1.5, and rounded down, and with the first square adjacent to an intersection weighted as a diagonal move. (The first square adjacent to an edge is a single move.) All distances are multiplied by 5, after rounding.
So it should look like:
NA 20 25 30 36
NA 15 20 25 30
NA 10 15 20 25
NA 05 10 15 20
00 NA NA NA NA
FLite
|
Side note, why are you using acos which requires you to take three differences, two multiplications, and a square root instead of atan which would only have required two diffences, and if you were lucky in how your language implements it, would have negated the need for baseangle and taken you straight to angle?
| Feuerrabe |
Side note, why are you using acos which requires you to take three differences, two multiplications, and a square root instead of atan which would only have required two diffences, and if you were lucky in how your language implements it, would have negated the need for baseangle and taken you straight to angle?
Hmmmm... well, my knowledge on geometrics is rusty, you wouldn't believe how long I had to think about to come to what I wrote. But wouldn't I have to distinguish at least four cases for the tangens? a) the angle is pi/2, b) the angle is 3*pi/2, c) the angle is between pi/2 and 3*pi/2, d) otherwise (the angle is between 3*pi/2 and 2 * pi or between 0 and pi/2).
But you're right, of course, when you say that would have been better as it would have lead less floating point operations with finite precision and consequently more precise results.
I am a bit concerned that my original point gets a little lost, maybe I talked to much around it:
The example for a straight upwards 15 ft. cone in the core rulebook is wrong, because it doesn't originate from a corner of a square. The two example on the top of my PDF file are correct. They look like shorter versions of the 30 ft. cone in the core rule book, as they should, because the length of the cone is the only different. They both spread in the same way, in two dimensions they are both quarter circles originating from the corner of a square.
One doesn't need to write a program for that, that was mostly a finger excercise for me - it's the first thing I've ever written in Haskell, but a pen and a piece of paper would have done the job as well, so the little script isn't that horribly important.
FLite
|
FLite wrote:Side note, why are you using acos which requires you to take three differences, two multiplications, and a square root instead of atan which would only have required two diffences, and if you were lucky in how your language implements it, would have negated the need for baseangle and taken you straight to angle?Hmmmm... well, my knowledge on geometrics is rusty, you wouldn't believe how long I had to think about to come to what I wrote. But wouldn't I have to distinguish at least four cases for the tangens? a) the angle is pi/2, b) the angle is 3*pi/2, c) the angle is between pi/2 and 3*pi/2, d) otherwise (the angle is between 3*pi/2 and 2 * pi or between 0 and pi/2).
Nope. If your language supports a 2 arguement atan, then all you have to do is enter opposite (y dist) and adjacent (x dist), and the sign on those gives you the quadrant of your angle. (If your language only supports 1 argument atan, then yes, you need to write something about the same as complexity as your angle from base angle code.
The example for a straight upwards 15 ft. cone in the core rulebook is wrong, because it doesn't originate from a corner of a square. The two example on the top of my PDF file are correct. They look like shorter versions of the 30 ft. cone in the core rule book, as they should, because the length of the cone is the only different. They both spread in the same way, in two dimensions they are both quarter circles originating from the corner of a square.
One doesn't need to write a program for that, that was mostly a finger excercise for me - it's the first thing I've ever written in Haskell, but a pen and a piece of paper would have done the job as well, so the little script isn't that horribly important.
It can't be wrong. It is what the rules stipulate. :) They chose to have the 30 foot cone start two wide, and the 15 foot cone start 1 wide, for whatever balance reasons they had in mind or just because they felt it looked better.
If you want cones to be geometrically accurate and consistent, Play GURPSs or HERO system.
| Feuerrabe |
It can't be wrong. It is what the rules stipulate. :) They chose to have the 30 foot cone start two wide, and the 15 foot cone start 1 wide, for whatever balance reasons they had in mind or just because they felt it...
It can be wrong in so far as the graphical example is clear contradiction with the wording of the rules.
A cone-shaped spell shoots away from you in a quarter-circle in the direction you designate. It starts from any corner of your square and widens out as it goes
The graphical example for a 15 foot upwards cone contradicts this rule... I would really like if a next version of the rules
- Makes a clear distinction between the point of origin and the square of the caster.
- Draws the points of origin where they exactly are
- Formulates the rules and presents the visual examples in a way that they are coherent.
Snorter
|
| 3 people marked this as FAQ candidate. 1 person marked this as a favorite. |
OOOOO
OOOOO
OOOOO
OOOOO
OOOOOThis is what your 5th frame should look like, for example.
While the code discussion is outside my understanding, Nefreet's diagram does illustrate a problem I have with cones; namely that according to RAW, a caster can't stand against a wall, and fire along the length of the wall, unless they forfeit a large portion of the spell area.
I'd like to be able to do this:
WOOOO
WOOOO
WOOOO
WOOOO
WOOOO
The Morphling
|
Nefreet wrote:OOOOO
OOOOO
OOOOO
OOOOO
OOOOOThis is what your 5th frame should look like, for example.
While the code discussion is outside my understanding, Nefreet's diagram does illustrate a problem I have with cones; namely that according to RAW, a caster can't stand against a wall, and fire along the length of the wall, unless they forfeit a large portion of the spell area.
I'd like to be able to do this:
WOOOO
WOOOO
WOOOO
WOOOO
WOOOO
Why can't you do this? You can choose the intersection which is the origin point - what is stopping you from doing exactly what you described?
Serum
|
The Morphling wrote:Why can't you do this? You can choose the intersection which is the origin point - what is stopping you from doing exactly what you described?While the code discussion is outside my understanding, Nefreet's diagram does illustrate a problem I have with cones; namely that according to RAW, a caster can't stand against a wall, and fire along the length of the wall, unless they forfeit a large portion of the spell area.
I'd like to be able to do this:
WOOOO
WOOOO
WOOOO
WOOOO
WOOOO
Because the cone is now pointed towards one of your other vertices.
| Quantum Steve |
Snorter wrote:Why can't you do this? You can choose the intersection which is the origin point - what is stopping you from doing exactly what you described?Nefreet wrote:OOOOO
OOOOO
OOOOO
OOOOO
OOOOOThis is what your 5th frame should look like, for example.
While the code discussion is outside my understanding, Nefreet's diagram does illustrate a problem I have with cones; namely that according to RAW, a caster can't stand against a wall, and fire along the length of the wall, unless they forfeit a large portion of the spell area.
I'd like to be able to do this:
WOOOO
WOOOO
WOOOO
WOOOO
WOOOO
Cones are always fired directly away from the caster. A NE facing cone, such as the one in the example can only be fired from the NE corner of the caster's square. If you choose the NW corner as in the example, that cone must then face NW. In short, you can choose the intersection, but not the direction.
| blahpers |
Snorter wrote:Because the cone is now pointed towards one of your other vertices.The Morphling wrote:Why can't you do this? You can choose the intersection which is the origin point - what is stopping you from doing exactly what you described?While the code discussion is outside my understanding, Nefreet's diagram does illustrate a problem I have with cones; namely that according to RAW, a caster can't stand against a wall, and fire along the length of the wall, unless they forfeit a large portion of the spell area.
I'd like to be able to do this:
WOOOO
WOOOO
WOOOO
WOOOO
WOOOO
Why is this a problem?
| wraithstrike |
FLite wrote:
It can't be wrong. It is what the rules stipulate. :) They chose to have the 30 foot cone start two wide, and the 15 foot cone start 1 wide, for whatever balance reasons they had in mind or just because they felt it...It can be wrong in so far as the graphical example is clear contradiction with the wording of the rules.
http://paizo.com/prd/magic.html wrote:A cone-shaped spell shoots away from you in a quarter-circle in the direction you designate. It starts from any corner of your square and widens out as it goesThe graphical example for a 15 foot upwards cone contradicts this rule... I would really like if a next version of the rules
- Makes a clear distinction between the point of origin and the square of the caster.
- Draws the points of origin where they exactly are
- Formulates the rules and presents the visual examples in a way that they are coherent.
I am failing to see the problem here. You are using squares so you can't really get a true "quarter-circle", but the intent and functionality are not a problem.
XigXag
|
Serum wrote:Because the cone is now pointed towards one of your other vertices.Why is this a problem?
This is a feature, not a problem. Rotate the cone 90 degrees, while keeping it's origin the same corner, allows a Sorcerer to blast one's self. Perfectly legal. XigXag actually did this with an Awesome Display Colorspray on his last adventure, for sound tactical reasons.
| Samasboy1 |
Samasboy1 wrote:
I don't see how snorter's cone is not going "away from you."
Really?
The cone originates West of the character , then heads East. How exactly does something start West of you then head away from you by going East?
No, it originates on his NW corner and heads NE. It is still traveling "away" from him, just the "widens as it goes" means the edge remains in proximity.
WOOOO
WOOXO
WOOOO
WOOOO
WOOOO
This cone is traveling toward X, which is definitely away from the caster. The cone's widening means the near edge remains close to him, but the cone is aimed away.
| Draco18s |
This is why fighters far outclass casters, they just have to swing and miss.
FTFY. ;P
(ACs on monsters outpace the BAB of a fighter, increasing strength and weapon enchant only keeps you from only hitting on a crit-threat. Oh right, Pathfinder fixed this problem over 3.5. Instead of hitting on 20s, you now hit on 19s too!)
| Rory |
No, it originates on his NW corner and heads NE. It is still traveling "away" from him, just the "widens as it goes" means the edge remains in proximity.
WOOOO
WOOXO
WOOOO
WOOOO
WOOOOThis cone is traveling toward X, which is definitely away from the caster. The cone's widening means the near edge remains close to him, but the cone is aimed away.
This is how I also run (GM) cones too.
From the PRD:
"Regardless of the shape of the area, you select the point where the spell originates, but otherwise you don't control which creatures or objects the spell affects. The point of origin of a spell is always a grid intersection. When determining whether a given creature is within the area of a spell, count out the distance from the point of origin in squares just as you do when moving a character or when determining the range for a ranged attack. The only difference is that instead of counting from the center of one square to the center of the next, you count from intersection to intersection."
"A cone-shaped spell shoots away from you in a quarter-circle in the direction you designate. It starts from any corner of your square and widens out as it goes. Most cones are either bursts or emanations (see above), and thus won't go around corners."
You choose the start point and the direction. The below diagram matches that.
WOOOO
WOOXO
WOOOO
WOOOO
WOOOO
If this is incorrect, then it's news to me and I'd appreciate the correction.
| Feuerrabe |
There is no problem with the cone you quote. It originates from the north western corner of the caster's square and has an angle of 45°. That's perfectly right.
The problem is the upwards, 0° cone. It does not originate from a corner, nor from the center of the square, but from the center of its northern border.
| Feuerrabe |
You pick a corner and a direction. <----How is this not happening? O.o
Are you certain we're talking about the same cone example here? The one I think that is wrong is this:
..
OOOOO
OOOOO
OOOOO
OOOOO
OOOOO
Where O is the square of the caster. It does not originate from a corner.
| wraithstrike |
wraithstrike wrote:You pick a corner and a direction. <----How is this not happening? O.oAre you certain we're talking about the same cone example here? The one I think that is wrong is this:
.
.OOOOO
OOOOO
OOOOO
OOOOO
OOOOOWhere
Ois the square of the caster. It does not originate from a corner.
I don't see that cone in the book. If someone is starting in the middle of a square they are not following the rules.
| wraithstrike |
I see that one is supposed to be the other option for comparison to the 30 foot cone that pushes out using the squares. If you open the book look at the 30 foot cone to the right.
I think they should just make a rule saying the 15 foot cone is a rules exception. Anything else is likely to cause more problems.
| Feuerrabe |
Feuerrabe wrote:(...) If someone is starting in the middle of a square they are not following the rules.
OOOOO
OOOOO
OOOOO
OOOOO
OOOOOWhere
Ois the square of the caster. It does not originate from a corner.
It's not strictly the middle of the square, but the centre of the northern border. The middle of the square would look like this:
OOOOO
OOOOO
OOOOO
OOOOO
OOOOO
| Feuerrabe |
Feuerrabe wrote:It looks to me like that would be the cone if it originated from either NE or NW corner an moved toward X.OOXOO
OOOOO
OOOOO
OOOOO
OOOOOWhere
Ois the square of the caster. It does not originate from a corner.
hmmm. Yes, that makes sense. My program would yield the following result, but only because it doesn't know the counting rules:
If you pick the NW corner and choose and angle of 8.13°:
OOXOO
OOOOO
OOOOO
OOOOO
OOOOO
And if you pick the NE corner and aim at the center of the X square (~ 351.86°) you get this:
OOXOO
OOOOO
OOOOO
OOOOO
OOOOO
However, if you start counting from the square of the caster and count every second diagonal step as two, those additional fields would not be in range anymore, so it does make sense.
What I wondered at this point then is: If you start counting the distance from the caster's square, how can a 30 ft. cone be symmetric then? Counting through I found the simple answer. They left two squares out to make it look symmetric:
https://docs.google.com/spreadsheets/d/137gV3EbfOj7upMZ2pkhThtBLYF3DJ5nu948 3L75LTL4
Tim Statler
|
How a cone works. Imagine Burning Hands. The caster spreads his hands like so at the end of the casting to direct the cone.
[url]http://www.shutterstock.com/pic-117530092/stock-vector-illustration-black-s ilhouette-child-hands-with-five-fingers-spread.html[/url]
(thumbs touching.)
Now to direct it straight ahead or from one corner straight out it, all the caster has to do is turn his body.
xxOOOxx.....xxOxxxx
xxOOOxx.....xxOOxxx
xxxOxxx.....xxOOOxx
xxxCxxx.....xCxxxxx
To cast it from the opposite corner across his body he'd have to do odd contortions to aim it. Try spreading your hands and pointing them to your right with them on your left side of your body. It is awkward as all heck.
| Paul Murray |
To draw an X-foot circular burst, pick an intersection. Measure out from there by x feet in four directions, then draw eight diagonal stairsteps. Start by going one across, then draw a series of "one down, two across" stairsteps from there. You wind up with an octagonal area.
The shape of a cone at 45 degrees is the same as a quarter of a burst.
The shape of a cone at 90 degrees is the same as a quarter of a burst burst not including the squares at 45 degrees but with a slice added in the middle, expanding the front of the cone to three squares wide. That slice in the middle lines up with the caster.
Thank you, and you are welcome.
| CraziFuzzy |
At some point, it makes sense to just have a few choices, and that's it. You can fire it in this pattern, or this pattern. no, it doesn't make math sense, but it's a game, and dwelling too much on it is going to slow things down and become a distraction.
Examples of overthought:
You could go so far as to have partial threats, if you so choose as well, where they, perhaps, have either a huge bonus on their save, or a save means none and fail means half. Something like that would make it seem not so 'blocky' I suppose.
Then there's things like larger creatures in AoE. A larger creature taking up 4 squares SHOULD be receiving 4 times as much effect from an AoE, right? does it? Or is it that it only has a face twice as large, it should take double damage from a burst/cone effect? You can tear into this as far as you like, but at some point, it becomes more important than the story, and that's not right, in my opinion.
If VTT's really come of age someday, and we're all playing on an active display table, then it'd be easy to select an origin spin it around until it's aiming just the way you want - but until then, it's just too much bother for manual tabletop play.
| blahpers |
If it's allowed, that's fine.
But it differs from the examples given in the RAW, which I thought were the only options.
Ah, I get it.
The cones provided aren't the only options. You select a point of origin, and you select a direction. Everything within a quarter circle centered on that direction is affected. You aren't limited to the eight cardinal directions that the CRB would illustrate; you can select any direction at all. Just follow the rules for walking the grid intersections to determine whether it's within range. You can select any angle at all.
Adjudicating a 2D cone is much simpler if you walk one side of the cone (using the line walking method), then walk the other side by simply rotating your first walk by 90 degrees. Everything between them is in the area of effect (up to the maximum distance of the cone).
Cones in which the third dimension is relevant are more complicated, especially if they aren't straight up or down, but the principle is basically the same.
| Quantum Steve |
Quantum Steve wrote:
The cone originates West of the character , then heads East. How exactly does something start West of you then head away from you by going East?No, it originates on his NW corner and heads NE. It is still traveling "away" from him, just the "widens as it goes" means the edge remains in proximity.
WOOOO
WOOXO
WOOOO
WOOOO
WOOOOThis cone is traveling toward X, which is definitely away from the caster. The cone's widening means the near edge remains close to him, but the cone is aimed away.
NW is still within the arc of "West" just as NE is still within the arc of "East". The cone is traveling West to East as well as South to North.
0 1 2 3 4
WOOOO
WOOXO
WOOOO
WOOOO
WOOOO
I've numbered the columns in the diagram 0 through 4. 0 is the Westernmost column, 4 is the Easternmost. I've also indicated the cone's direction of travel from its point of origin along its line of symmetry. Disregard the rows, since only movement along the E-W axis is relevant.
The character is in column 1, X is in column 3 (east of the character). The cone originates on the border between column 0 and column 1 (west of the character, who resides wholly in column 1).
The cone travels east (towards the character) through column 1 (the character's column) then continues east (away from the caracter) through columns 2 and 3.
The problem is, the cone begins by moving in a direction other than away from the character. The cone only moves away from the character.
From the NW corner, as indicated, the cone can only travel in one of three directions: Directly North, North-West, or Directly West.
| Samasboy1 |
WOOOO
WOOXO
WOLOO
WLOOO
WOOOO
The direction of the cone goes from caster to X (along the L's).
If that is not "away" from the caster, your and my definition of "away" is too far apart to reconcile.
At no point does the line move closer and at every point it is further way than the previous point.
But the cone also spreads, which brings the edge back into proximity to the caster.
The Cone description doesn't say "directly" away, as you said in your first post. Just away.
| Quantum Steve |
At no point does the line move closer and at every point it is further way than the previous point.
And if we were talking about lines instead of cones this would be relevant
But the cone also spreads, which brings the edge back into proximity to the caster.
So the cone itself gets closer to the caster. It seems we are in agreement. What are we arguing about again?
| Samasboy1 |
The line is relevant, since it is the direction of travel.
"A cone-shaped spell shoots away from you in a quarter-circle in the direction you designate. It starts from any corner of your square and widens out as it goes."
So it "shoots away from you" "in the direction you designate."
The direction it is traveling in is away from you. That is all that is required.