Spell,s areas and space perception.


Homebrew and House Rules

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Hellow everyone, again, so glad to be here.

As usual, please, forgive my grammar mistakes. This time, my problem comes from the spells area and the usuall ritual of counting squares. I mean: characters ingame cant count distances by the meter, but the game sistem allows them to launch a fireball to a square they cant even see well and calculate the edge of the area so they can burn enemys and keep their allys safe with only 0,5 meters of difference between being burnt to ashes and keep the freshnesh of a milkshake.

this disturb me, a lot, but my players seems to HATE EVERY HOUSE RULE I PROPPOSE to solve this, in my opinion, problem.

my ideas:

1. your capacity to count meters in order to determine the area of your spells is affected by low light and ocultation, also by uneven terrain, or enemys blocking your vision. im one of these situations, you roll d4 to determine if you miscalculate the distance (as you do when u can fail with ocultation) if you failed, the spell trigger moves 1d4 squares in ome random direction.

2. inteligence check to determine the distance between your spell trigger and your allys, if you miss, the same above aplys

3. only if you are trying to exploit the game sistem, the rules above apllys.

please, feedback and more ideas..

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Pathfinder distance is measured in increments of 5 feet, so I'm not sure what you're suggesting. You usually need line of sight to cast a spell.


Define "exploit the game system".


Cyrad wrote:
Pathfinder distance is measured in increments of 5 feet, so I'm not sure what you're suggesting. You usually need line of sight to cast a spell.

i,m suggesting that players ingame cant see the squares in the floor, so they should not be able to determine distances freely in some situations.

this affect their cspatity to know where to put a spell so they can affect enemys only with the edge of the spell area while allys remain safe at 2,5 feets


blahpers wrote:
Define "exploit the game system".

my players are using the squares in the map to count distances and spells areas before launching them. this is NOT an exploit or an abuse.

however, they are alo doing this to affect enemys with the edge of big area spells, and i dont think they should be able to to such a thing, because thats a very accurate meter calculation in the middle of a figth

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You can accurately estimate a distance without seeing the floor. I don't think this is an issue. Especially when casting spells requires concentration and knowledge anyway.


Cyrad wrote:
You can accurately estimate a distance without seeing the floor. I don't think this is an issue. Especially when casting spells requires concentration and knowledge anyway.

not really, you dont need to concentrate if the enemy is not hitting you or you are not in a bad weather condition. also, if you think you can estimate distances by just a few inches of difference with the real distance, please, be my guest and just try it in a street of your city


Wouldn't guessing distances be a Wisdom based check?


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So...you're complaint is it doesn't fit reality?

They can't accurately judge the distance at which to fling their fireball?

That's your problem?

You're in search of a solution to something that isn't a problem.


Graelsis wrote:
Cyrad wrote:
You can accurately estimate a distance without seeing the floor. I don't think this is an issue. Especially when casting spells requires concentration and knowledge anyway.
not really, you dont need to concentrate if the enemy is not hitting you or you are not in a bad weather condition. also, if you think you can estimate distances by just a few inches of difference with the real distance, please, be my guest and just try it in a street of your city

Some people can do this fairly well. Speaking as a surveyor, I am pretty good at judging distance. And for me its just fun and games to see how good I am. If my occupation, life, or lives of my friends depended on me doing it regularly, I bet I would be a lot better at it.

It is an ability we don't use often in our modern world, but that doesn't mean it isn't possible, or even relatively feasible.

A lot of hunters I know are just as good at judging distance, if not better.


As far as calculating distances, I have a somewhat different solution. Perhaps only the players need to calculate the distances, something about the magic makes it so the characters don't have to. Perhaps they intrinsically know, almost "feel" if their spell can hit, and are able to resolve the spell in just the right location by "feeling" if it will hit others that they can see. It's just a thought but it helps explain knowing exact distances.

As a side note fireball does require an attack roll in some situations, it's in the spell. But that is more to do with getting it through tiny holes and less to do about targeting.


People in real can do this. In American football a person can throw ball 70 yards or 210 feet, and get it into an area that is about 1 square foot by 1 square foot which is 5 times smaller than the 5 foot square used in the game, and the target will be moving at full speed. While the field is marked they dont have time to count the lines and do the match because men who are very large are trying to crush them.

Basically getting the distance right is not hard. Even for those who are not really athletic doing the same thing at shorter distances is possible.

The game is also not meant to emulate real life. That shield a fighter uses would not protect him from a huge or bigger creature. It might not even save him from a large creature. The shield and fighter's arm would be broken if the force from the impact did not kill him. Surviving because of a shield is a lot less realistic than getting the distance on the spell correct.


Okey, it seems that ive messed this all up. okey, i will try to explain myself again, because no one of you is understanding, so probably the problem is mine.

first of all, im not pretending to apply this to every situation, just to one specific situation. this is the situation:

"the players are facing 4 enemys, all of them are figthing the melee heroes in a line. The spellcaster decide to launch a fireball (or area spell) far enough so the spell hit the enemys with the edge of the area, but the allys remain safe right mext to them"

in this situation, i feel like the player is abusing, using the squares as a way to use strong spells in situations he should not be able to do so.

and ONLY IN THIS SITUATION, i would lime to apply a rule that makes this heavy accurate distance stimaging very risky

any ideas...?


Touch attack on the target square (AC 10) using casting modifier to the attack roll. May be a slight issue for low-level casters, but by 3rd or 4th level it won't be an issue at all.


Dank Grimwolf wrote:
Touch attack on the target square (AC 10) using casting modifier to the attack roll. May be a slight issue for low-level casters, but by 3rd or 4th level it won't be an issue at all.

AC 5. Squares are Medium size, but have an effective Dex of 0 (-5 modifier).

This is specifically from throwing a splash weapon, but the result would be the same.

Quote:
You can instead target a specific grid intersection. Treat this as a ranged attack against AC 5. However, if you target a grid intersection, creatures in all adjacent squares are dealt the splash damage, and the direct hit damage is not dealt to any creature. You can't target a grid intersection occupied by a creature, such as a Large or larger creature; in this case, you're aiming at the creature.
Graelsis wrote:

Okey, it seems that ive messed this all up. okey, i will try to explain myself again, because no one of you is understanding, so probably the problem is mine.

first of all, im not pretending to apply this to every situation, just to one specific situation. this is the situation:

"the players are facing 4 enemys, all of them are figthing the melee heroes in a line. The spellcaster decide to launch a fireball (or area spell) far enough so the spell hit the enemys with the edge of the area, but the allys remain safe right mext to them"

in this situation, i feel like the player is abusing, using the squares as a way to use strong spells in situations he should not be able to do so.

and ONLY IN THIS SITUATION, i would lime to apply a rule that makes this heavy accurate distance stimaging very risky

any ideas...?

You have to be consistent. Either it applies in all situations, or none.

There are already rules for targeting a specific location. I posted them above. It is so easy to be trivial. Casters would only be missing on a natural 1 once they got more than a level or 2.


Fireball does require a touch attack in some situations, if you want to require one in this instance, as a GM, that is up to you.

I would suggest the following house rule:

You could determine the AC based on how accurate the spell has to be. If it has to be accurate to within a foot, that sounds like size "tiny" to me. The base AC would be 10 + 2(size modifier) = 12.

Now I don't know what the range increment for such a thing would be, but if you want one, I would suggest 40 feet. I choose 40 because it is a long range spell.

In this case it would be pretty simple to get the spell in just the right spot when you are aiming near you, but if you are trying to get it just right on the other side of a field, you may have some trouble.


Graelsis wrote:
blahpers wrote:
Define "exploit the game system".

my players are using the squares in the map to count distances and spells areas before launching them. this is NOT an exploit or an abuse.

however, they are alo doing this to affect enemys with the edge of big area spells, and i dont think they should be able to to such a thing, because thats a very accurate meter calculation in the middle of a figth

These are literally the same thing.


Graelsis wrote:

Okey, it seems that ive messed this all up. okey, i will try to explain myself again, because no one of you is understanding, so probably the problem is mine.

first of all, im not pretending to apply this to every situation, just to one specific situation. this is the situation:

"the players are facing 4 enemys, all of them are figthing the melee heroes in a line. The spellcaster decide to launch a fireball (or area spell) far enough so the spell hit the enemys with the edge of the area, but the allys remain safe right mext to them"

in this situation, i feel like the player is abusing, using the squares as a way to use strong spells in situations he should not be able to do so.

and ONLY IN THIS SITUATION, i would lime to apply a rule that makes this heavy accurate distance stimaging very risky

any ideas...?

No, we all understood we just don't agree with you at all.

You have a problem with them being able to judge distances and target a specific area to avoid their friends (which is really just judging distance). So all the comments about judging distance are on topic to your post. The thing is, none of us view what you're describing as a problem.

Are you going to tell melee combatants they don't get to count the number of squares between them and the target of their charge? Forcing them to charge towards the enemy only to run out of steam and not be able to make an attack because they can't reach them?


Claxon wrote:
Graelsis wrote:

Okey, it seems that ive messed this all up. okey, i will try to explain myself again, because no one of you is understanding, so probably the problem is mine.

first of all, im not pretending to apply this to every situation, just to one specific situation. this is the situation:

"the players are facing 4 enemys, all of them are figthing the melee heroes in a line. The spellcaster decide to launch a fireball (or area spell) far enough so the spell hit the enemys with the edge of the area, but the allys remain safe right mext to them"

in this situation, i feel like the player is abusing, using the squares as a way to use strong spells in situations he should not be able to do so.

and ONLY IN THIS SITUATION, i would lime to apply a rule that makes this heavy accurate distance stimaging very risky

any ideas...?

No, we all understood we just don't agree with you at all.

You have a problem with them being able to judge distances and target a specific area to avoid their friends (which is really just judging distance). So all the comments about judging distance are on topic to your post. The thing is, none of us view what you're describing as a problem.

Are you going to tell melee combatants they don't get to count the number of squares between them and the target of their charge? Forcing them to charge towards the enemy only to run out of steam and not be able to make an attack because they can't reach them?

read again the situation i want to avoid, then, you can maybe find an answer to my post that doesnt sound like you are adiccted to follow the sistem in the homebrew forums.

I.Dont.Want.To.Apply.This.To.Every.Spell.Casting.


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Hellow everyone!

i just want to thank you all for your advices and participation. taking a few ideas from you and some from myself ive developed a sistem to avoid this exploit of the squares system.

thank you, sincerely, even to those who dont think as i do, because from your point ive taken some thoughts too.

goblins chew and goblins bite!


Graelsis wrote:

read again the situation i want to avoid, then, you can maybe find an answer to my post that doesnt sound like you are adiccted to follow the sistem in the homebrew forums.

I.Dont.Want.To.Apply.This.To.Every.Spell.Casting.

I know the situation you want to avoid.

What I'm telling you is most of us don't think what you want to avoid is a problem. It's not that I'm against house rules, I have a 6 page document of house rules. It's that I think your "problem" isn't a problem.

Also, if your players have resisted every change you have proposed it's because they like these rules as they are (which don't say you can't perfectly aim the spell). Take advantage of this yourself as a GM.


Claxon wrote:
Graelsis wrote:

read again the situation i want to avoid, then, you can maybe find an answer to my post that doesnt sound like you are adiccted to follow the sistem in the homebrew forums.

I.Dont.Want.To.Apply.This.To.Every.Spell.Casting.

I know the situation you want to avoid.

What I'm telling you is most of us don't think what you want to avoid is a problem. It's not that I'm against house rules, I have a 6 page document of house rules. It's that I think your "problem" isn't a problem.

Also, if your players have resisted every change you have proposed it's because they like these rules as they are (which don't say you can't perfectly aim the spell). Take advantage of this yourself as a GM.

Exactly what Claxon said.

What makes "target grid intersection 20' away from enemies" an exploit where "target grid intersection 40' away in the middle of enemies" isn't?


Claxon wrote:
Graelsis wrote:

read again the situation i want to avoid, then, you can maybe find an answer to my post that doesnt sound like you are adiccted to follow the sistem in the homebrew forums.

I.Dont.Want.To.Apply.This.To.Every.Spell.Casting.

I know the situation you want to avoid.

What I'm telling you is most of us don't think what you want to avoid is a problem. It's not that I'm against house rules, I have a 6 page document of house rules. It's that I think your "problem" isn't a problem.

Also, if your players have resisted every change you have proposed it's because they like these rules as they are (which don't say you can't perfectly aim the spell). Take advantage of this yourself as a GM.

six pages! wow, i would like to read that document if that,s ok for you!

oh, of course my players resist, this house rule goes against their will hahaha


blahpers wrote:
Claxon wrote:
Graelsis wrote:

read again the situation i want to avoid, then, you can maybe find an answer to my post that doesnt sound like you are adiccted to follow the sistem in the homebrew forums.

I.Dont.Want.To.Apply.This.To.Every.Spell.Casting.

I know the situation you want to avoid.

What I'm telling you is most of us don't think what you want to avoid is a problem. It's not that I'm against house rules, I have a 6 page document of house rules. It's that I think your "problem" isn't a problem.

Also, if your players have resisted every change you have proposed it's because they like these rules as they are (which don't say you can't perfectly aim the spell). Take advantage of this yourself as a GM.

Exactly what Claxon said.

What makes "target grid intersection 20' away from enemies" an exploit where "target grid intersection 40' away in the middle of enemies" isn't?

My problem is far away from the intersections, my problem goes with the capacity of the characters to know where to put the spell trigger. as a player you can see and count the squares, as a character u cant, so, you should not be able to aim so well ingame...this is my opinion


Graelsis wrote:
blahpers wrote:
Claxon wrote:
Graelsis wrote:

read again the situation i want to avoid, then, you can maybe find an answer to my post that doesnt sound like you are adiccted to follow the sistem in the homebrew forums.

I.Dont.Want.To.Apply.This.To.Every.Spell.Casting.

I know the situation you want to avoid.

What I'm telling you is most of us don't think what you want to avoid is a problem. It's not that I'm against house rules, I have a 6 page document of house rules. It's that I think your "problem" isn't a problem.

Also, if your players have resisted every change you have proposed it's because they like these rules as they are (which don't say you can't perfectly aim the spell). Take advantage of this yourself as a GM.

Exactly what Claxon said.

What makes "target grid intersection 20' away from enemies" an exploit where "target grid intersection 40' away in the middle of enemies" isn't?

My problem is far away from the intersections, my problem goes with the capacity of the characters to know where to put the spell trigger. as a player you can see and count the squares, as a character u cant, so, you should not be able to aim so well ingame...this is my opinion

If you can aim well enough for the situations you allow, why not for the rest? Why can a player not drop a fireball on an empty space 40 feet away knowing what the 20-foot spread is going to encompass when they can drop the same fireball with exacting precision centered on a target 400 feet away?

Seriously, I'm struggling to understand the defining characteristic of your exploit. Is the problem that the 40' doesn't have a discrete reference point at the center and the latter does? That modest* level of spatial reasoning can be acquired through the training (self or tutor-based) implied by having class levels in the first place.

*And by "modest", I mean "most people in real life can already do it".


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Presumably, if you're casting a fireball, you've probably cast it before and know roughly how big the spread will be. You can probably judge where to aim it based on that.

Plus, you should see the things people can do with grenades when playing videogames like call of duty or Dishonored. If you don't think you can judge distance or trajectories in the heat of battle, watch some intense playthroughs of those.


blahpers wrote:
Graelsis wrote:
blahpers wrote:
Claxon wrote:
Graelsis wrote:

read again the situation i want to avoid, then, you can maybe find an answer to my post that doesnt sound like you are adiccted to follow the sistem in the homebrew forums.

I.Dont.Want.To.Apply.This.To.Every.Spell.Casting.

I know the situation you want to avoid.

What I'm telling you is most of us don't think what you want to avoid is a problem. It's not that I'm against house rules, I have a 6 page document of house rules. It's that I think your "problem" isn't a problem.

Also, if your players have resisted every change you have proposed it's because they like these rules as they are (which don't say you can't perfectly aim the spell). Take advantage of this yourself as a GM.

Exactly what Claxon said.

What makes "target grid intersection 20' away from enemies" an exploit where "target grid intersection 40' away in the middle of enemies" isn't?

My problem is far away from the intersections, my problem goes with the capacity of the characters to know where to put the spell trigger. as a player you can see and count the squares, as a character u cant, so, you should not be able to aim so well ingame...this is my opinion

If you can aim well enough for the situations you allow, why not for the rest? Why can a player not drop a fireball on an empty space 40 feet away knowing what the 20-foot spread is going to encompass when they can drop the same fireball with exacting precision centered on a target 400 feet away?

Seriously, I'm struggling to understand the defining characteristic of your exploit. Is the problem that the 40' doesn't have a discrete reference point at the center and the latter does? That modest* level of spatial reasoning can be acquired through the training (self or tutor-based) implied by having class levels in the first place.

*And by "modest", I mean "most people in real life can already do it".

My problem here is based on this situation we are talkig about. Your arguments are pretty solid, so, where is the difference?. the difference is in the close combat: when the edge of your area can burn down your allys if you fail for only half a feet...you cannot possibbly calculate that distances ingame, because you dont have references to help you to do such a thing. when u land your spell into the enemy you dont need to be so accurate. plus, your allys are not standing, they are fighting against creatures that can grapple them, bull rush them and also are moving around in the middle of the frey...so, yeah, i would like to see spellscasters having some issues instead of players counting squares and taking a relaxed time to find the perfect spot to trigger a spell and optimize the area edges


Hey, it's your table. I'm beginning to understand your players' reticence toward your house rules, though.


Graelsis wrote:

six pages! wow, i would like to read that document if that,s ok for you!

oh, of course my players resist, this house rule goes against their will hahaha

Here you go. It's a bit out of date at this point.


blahpers wrote:
Hey, it's your table. I'm beginning to understand your players' reticence toward your house rules, though.

Dont get so cocky xd, this is the only house rule they have problems with. also, to be honest, i dont think this is so hard to understand, you just need to get your head out of whats written in the book and think with a bit of perspective.


Claxon wrote:
Graelsis wrote:

six pages! wow, i would like to read that document if that,s ok for you!

oh, of course my players resist, this house rule goes against their will hahaha
Here you go. It's a bit out of date at this point.

thank you so much!!!!


Hey, professional couter strike player here, I can accurately lob a grenade halfway across the map and kill my enemy while avoiding my ally consistently. Yes you can do that consistently. No I'm not stuck to what's written in the book I hate some of the rules for how aiming spells works and I've done away with touch armor class. Stop telling us we don't understand because trust us we do. Stop ignoring the posts that prove we can judge distance like that. And stop being so obnoxious you wanted advice on your rule and we gave it. Also if this makes your players not have fun than don't do it.


Graelsis wrote:
blahpers wrote:
Hey, it's your table. I'm beginning to understand your players' reticence toward your house rules, though.
Dont get so cocky xd, this is the only house rule they have problems with. also, to be honest, i dont think this is so hard to understand, you just need to get your head out of whats written in the book and think with a bit of perspective.

Too late; already cocky. : )

As stated numerous times, we get it. We understand what you're saying. You think characters can't apply sufficiently accurate and precise spatial reasoning to drop a fireball such that it hits these enemies but not these allies five feet away. We simply don't agree that this is a problem.

Really, of all the things in Pathfinder RPG that break your suspension of disbelief, this is where you make your stand?

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Graelsis wrote:
Cyrad wrote:
You can accurately estimate a distance without seeing the floor. I don't think this is an issue. Especially when casting spells requires concentration and knowledge anyway.
not really, you dont need to concentrate if the enemy is not hitting you or you are not in a bad weather condition. also, if you think you can estimate distances by just a few inches of difference with the real distance, please, be my guest and just try it in a street of your city

You're confusing concentration with concentration checks. Spellcasting always requires concentration. That's why you make concentration checks when something can interrupt your concentration.

You're also making the faulty assumption that all area spells need to be aimed manually. Spells don't work like thrown splash weapons.


blahpers wrote:
Graelsis wrote:
blahpers wrote:
Hey, it's your table. I'm beginning to understand your players' reticence toward your house rules, though.
Dont get so cocky xd, this is the only house rule they have problems with. also, to be honest, i dont think this is so hard to understand, you just need to get your head out of whats written in the book and think with a bit of perspective.

Too late; already cocky. : )

As stated numerous times, we get it. We understand what you're saying. You think characters can't apply sufficiently accurate and precise spatial reasoning to drop a fireball such that it hits these enemies but not these allies five feet away. We simply don't agree that this is a problem.

Really, of all the things in Pathfinder RPG that break your suspension of disbelief, this is where you make your stand?

Good morning neightbour!

Answering to your question: yes, this is one of the many issues where i take my place and change the common way of doing thigs. however, i guess you dont expect me to talk about the rest of that issues in this post (i mean, those are not the main topic here)

I know you dont agree with me, but that,s not changing my point of view, mostly because your arguments are all based in "the rules are different" or " that doesnt work that way in the book"

to baad u are already cocky, goblins would eat you so fast


Cyrad wrote:
Graelsis wrote:
Cyrad wrote:
You can accurately estimate a distance without seeing the floor. I don't think this is an issue. Especially when casting spells requires concentration and knowledge anyway.
not really, you dont need to concentrate if the enemy is not hitting you or you are not in a bad weather condition. also, if you think you can estimate distances by just a few inches of difference with the real distance, please, be my guest and just try it in a street of your city

You're confusing concentration with concentration checks. Spellcasting always requires concentration. That's why you make concentration checks when something can interrupt your concentration.

You're also making the faulty assumption that all area spells need to be aimed manually. Spells don't work like thrown splash weapons.

Man, first of all, i love you, so please dont missunderstand my tone here, because i dont want to be rude ok?

Dont talk to me about rules, i,m in this forum because i dont like the way the game allows my players to do something i really dislike. I know how concentration works, i know how area spells works, and i know they are all different, and i even know that if you read the description most of them requires that the wizard aim to some point...

and thats all, i just want to fix one very specific situation, not making the spellcaster calculate every single shot


Dox of the ParaDox twins wrote:
Hey, professional couter strike player here, I can accurately lob a grenade halfway across the map and kill my enemy while avoiding my ally consistently. Yes you can do that consistently. No I'm not stuck to what's written in the book I hate some of the rules for how aiming spells works and I've done away with touch armor class. Stop telling us we don't understand because trust us we do. Stop ignoring the posts that prove we can judge distance like that. And stop being so obnoxious you wanted advice on your rule and we gave it. Also if this makes your players not have fun than don't do it.

First of all, im not ignoring any post, ive read all of them and also ive taken a good bunch of ideas from you all.

however, what you are saying is very interesting. as a proffesional player i ask you: can you do that manouver without aiming, focusing, or waiting for the right moment? and also...can you do that a hundred times in different scenarios without failing any of that hundred shots?

because what you are propposing to me here is that you never fail...


MichaelCullen wrote:

Fireball does require a touch attack in some situations, if you want to require one in this instance, as a GM, that is up to you.

I would suggest the following house rule:

You could determine the AC based on how accurate the spell has to be. If it has to be accurate to within a foot, that sounds like size "tiny" to me. The base AC would be 10 + 2(size modifier) = 12.

Now I don't know what the range increment for such a thing would be, but if you want one, I would suggest 40 feet. I choose 40 because it is a long range spell.

In this case it would be pretty simple to get the spell in just the right spot when you are aiming near you, but if you are trying to get it just right on the other side of a field, you may have some trouble.

I,m in love with this idea, I think i will take it as a base


MichaelCullen wrote:

As far as calculating distances, I have a somewhat different solution. Perhaps only the players need to calculate the distances, something about the magic makes it so the characters don't have to. Perhaps they intrinsically know, almost "feel" if their spell can hit, and are able to resolve the spell in just the right location by "feeling" if it will hit others that they can see. It's just a thought but it helps explain knowing exact distances.

As a side note fireball does require an attack roll in some situations, it's in the spell. But that is more to do with getting it through tiny holes and less to do about targeting.

Finally! some argument focused in rol playing and not in the game ruled. (or in some crazy theory about our capacity to be perfect at judging distances im every situaton, everytime).

thanks man, this way of looking to magic is something unusual and, i must say, pretty good!


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To me the question is if that extra 'realism' actually gains you anything in the way of playability and fun. It seems that in the whole all it accomplishes is annoying your batch of players and in return doesn't add much - so why do it?


RDM42 wrote:
To me the question is if that extra 'realism' actually gains you anything in the way of playability and fun. It seems that in the whole all it accomplishes is annoying your batch of players and in return doesn't add much - so why do it?

It accomplish something very important, my own motivation remain intact. however, im not agree with you, i think this house rule adds a new way to see magic and its risks. I use to preffer darker scenarios rather than light and perfect heroism everywhere. Also "playability" should not be linked with making the game easier to the players but easier to play and, in my opinion, counting squares to abuse the system are far away from that, so i will just cut that.


Graelsis wrote:
RDM42 wrote:
To me the question is if that extra 'realism' actually gains you anything in the way of playability and fun. It seems that in the whole all it accomplishes is annoying your batch of players and in return doesn't add much - so why do it?
It accomplish something very important, my own motivation remain intact. however, im not agree with you, i think this house rule adds a new way to see magic and its risks. I use to preffer darker scenarios rather than light and perfect heroism everywhere. Also "playability" should not be linked with making the game easier to the players but easier to play and, in my opinion, counting squares to abuse the system are far away from that, so i will just cut that.

But if you are the only one there that enjoys that ...

So are you next going to just use the splash diagram and say the spell randomly lands in some square around the one intended? 'What fun, I get to make my players fry themselves!'


RDM42 wrote:
Graelsis wrote:
RDM42 wrote:
To me the question is if that extra 'realism' actually gains you anything in the way of playability and fun. It seems that in the whole all it accomplishes is annoying your batch of players and in return doesn't add much - so why do it?
It accomplish something very important, my own motivation remain intact. however, im not agree with you, i think this house rule adds a new way to see magic and its risks. I use to preffer darker scenarios rather than light and perfect heroism everywhere. Also "playability" should not be linked with making the game easier to the players but easier to play and, in my opinion, counting squares to abuse the system are far away from that, so i will just cut that.

But if you are the only one there that enjoys that ...

So are you next going to just use the splash diagram and say the spell randomly lands in some square around the one intended? 'What fun, I get to make my players fry themselves!'

You are too far from the truth.

1. i will only apply the rule to one sprcific situation.

2. this is how i will do it: if you try to (situation already mentioned) with some area spells (depending of the description) u will make a check to veryfy you,ve calculated correctly. if you fail, the spell area moves 1d2 squares in one random direction. (it can even stay where u wanted to put it) and thats all.

3. i love you too


Graelsis wrote:
RDM42 wrote:
Graelsis wrote:
RDM42 wrote:
To me the question is if that extra 'realism' actually gains you anything in the way of playability and fun. It seems that in the whole all it accomplishes is annoying your batch of players and in return doesn't add much - so why do it?
It accomplish something very important, my own motivation remain intact. however, im not agree with you, i think this house rule adds a new way to see magic and its risks. I use to preffer darker scenarios rather than light and perfect heroism everywhere. Also "playability" should not be linked with making the game easier to the players but easier to play and, in my opinion, counting squares to abuse the system are far away from that, so i will just cut that.

But if you are the only one there that enjoys that ...

So are you next going to just use the splash diagram and say the spell randomly lands in some square around the one intended? 'What fun, I get to make my players fry themselves!'

You are too far from the truth.

1. i will only apply the rule to one sprcific situation.

2. this is how i will do it: if you try to (situation already mentioned) with some area spells (depending of the description) u will make a check to veryfy you,ve calculated correctly. if you fail, the spell area moves 1d2 squares in one random direction. (it can even stay where u wanted to put it) and thats all.

3. i love you too

The fact that it is in a specific situation doesn't make it much, if any, better. if you want a limit give them an actual time limit to target the spell. Say "you have x am Unit of time to pick the target point'. At least in that case you aren't specifically altering the rules to specifically hurt players in a way you know irritates them greatly. Again, if it applies in such limited situations as you say why is it so important to YOU that you change it?


The fact that it is in a specific situation doesn't make it much, if any, better. if you want a limit give them an actual time limit to target the spell. Say "you have x am Unit of time to pick the target point'. At least in that case you aren't specifically altering the rules to specifically hurt players in a way you know irritates them greatly. Again, if it applies in such limited situations as you say why is it so important to YOU that you change it?

I,ve had that same idea, and i found my spellcasters counting squares meanwhile the other were playing their turns, so them they can say it in less than 5 seconds.

why is so important to me, you ask? because my players use every chance they get to do this.

just try to imagine a cleric running around the map because he wants to land the healing area on allys but he didnt want to take the feat that allow him to avoid enemys...for me thats just pathetic and totally destroys what i believe is a good quality rol playing.


Yeah? Why is the cleric moving around to do that bad? He didn't pay the price in feats and so he has to waste time moving around instead.

Also, your critters don't move on their turn? All that has to happen to mess up a careful calculated aiming I should a couple creatures moving a few steps and being out of convenient fireball formation.


RDM42 wrote:

Yeah? Why is the cleric moving around to do that bad? He didn't pay the price in feats and so he has to waste time moving around instead.

Also, your critters don't move on their turn? All that has to happen to mess up a careful calculated aiming I should a couple creatures moving a few steps and being out of convenient fireball formation.

HmmmMMMMmmMMMmmMmMmm...Now you are talking ...i didnt count with the capacity of my NPC,s to stay out of formations that añpws characters to abuse the square sistem...

and this is why i love u all, i think i will try to apply this clever moving to NPC,s before applying the rule, and see what happens


Consider this: a spell caster casts spells a lot. He/she has a lot of practice. Players use the squares because they don't literally shoot fireballs multiple times a day.


Tiny Coffee Golem wrote:
Consider this: a spell caster casts spells a lot. He/she has a lot of practice. Players use the squares because they don't literally shoot fireballs multiple times a day.

Not really, the spellcaster of your group will learn spells with time, and there will be a first time for a ton of spells they just learned yesterday xd


Shikaku Kyouryuu wrote:

Presumably, if you're casting a fireball, you've probably cast it before and know roughly how big the spread will be. You can probably judge where to aim it based on that.

Plus, you should see the things people can do with grenades when playing videogames like call of duty or Dishonored. If you don't think you can judge distance or trajectories in the heat of battle, watch some intense playthroughs of those.

And they do this without the advantage of depth perception.

Tiny Coffee Golem wrote:
Consider this: a spell caster casts spells a lot. He/she has a lot of practice. Players use the squares because they don't literally shoot fireballs multiple times a day.

And because that's the window we have on the world.

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