Areas : emanations, bursts, cones, lines, aura, cylinder ...


Rules Discussion


Hello, I have a question about the areas from effects (abilities, spells...)

Is it two dimensional, not three dimensional, except cylinder ?

If a creature is higher than the caster/opponent that create the effect didn't affecte by its effect ?

Thanks for your future answer.


Except for lines, all other AoE are three-dimensional.

A cone for example still be a three-dimensional geometry it isn't a triangle (we only draw a triangle in combat maps due convenience).

The creatures above or bellow the caster are affected inside same distances that you use horizontally.


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Waldham wrote:

Hello, I have a question about the areas from effects (abilities, spells...)

Is it two dimensional, not three dimensional, except cylinder ?

If a creature is higher than the caster/opponent that create the effect didn't affecte by its effect ?

Thanks for your future answer.

All areas listed in the book are considered 3 dimensional. This means when you select an origin point for a burst, or use your own square as an origin point for an emanation, it radiates outward in all directions from that specified origin point. This includes both below or above you as well, meaning enemies using magical flight will fall if they are in your Antimagic Field emanation by being above you, or enemies with Ethereal Jaunt hiding underground from you would be popped up (taking respective damage for doing so).

You could probably ignore it for the Line area, but it's still technically 3 dimensional, since it would affect all creatures within a 5x5 cube if the line drawn intersects with it. It would also mean that creatures in the same 2D square on the battle mat, but of different elevations, would not both be affected by a given Line effect unless the Line chosen arcs upwards in a specific type of angle.


Cone is the only one that I'm having a hard time wrapping my head around what it's supposed to look like. Emanation, burst, and aura I believe are all 3 dimensional and work based on how many squares you are away from the target, which can get a little weird to count with 3d movements and the whole every other diagonal = 2 squares thing, but if you do it enough you get used to it.

Horizon Hunters

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Since the effect is a cone, if you rotate around its axis, it should always look the same. Therefore, if you fire off an orthogonal cone, and rotate your map to a cross section based on the direction you are firing, you can apply your cone to the cross section and see where it lands.
Note: To get the max range on the ground you have to fire it straight, not into the air, meaning half the cone would be going into the ground.

When dealing with cones on diagonals however, it becomes more difficult to visualize. I have no idea how to visualize it, so just figure it out on your own lol.


Cordell Kintner wrote:
When dealing with cones on diagonals however, it becomes more difficult to visualize. I have no idea how to visualize it, so just figure it out on your own lol.

I know it's technically wrong but for cones diagonals I treat it like it's a square pyramid due it's hard to do 3d diagonals calculations during gameplay.


YuriP wrote:
Cordell Kintner wrote:
When dealing with cones on diagonals however, it becomes more difficult to visualize. I have no idea how to visualize it, so just figure it out on your own lol.
I know it's technically wrong but for cones diagonals I treat it like it's a square pyramid due it's hard to do 3d diagonals calculations during gameplay.

Some people do the Pythagoras Theorem for that. A^2 + B^2 = C^2.

When you plug in A for height and B for length, and then unsquare them when added, you'll get the actual distance from the square's origin, which should technically tell you if you get affected or not based on distance.

So, if I have a 30 foot cone, and I have an enemy that is both 15 feet in the air and 20 feet in length away from me, I would take 20^2 + 15^2 to equal C^2 (the distance I'm trying to figure out). The end result is 25 feet away, which means I could reach them with my cone based on distance alone, so they aren't too far away to be affected.

Of course, this also assumes that a creature fits within a 45 degree angle. If those numbers were inverted, they wouldn't fit in a typical Cone format. Odds are, if they aren't close, you would need to rotate the origin of your cone to compensate for the fact that Cones cap out at 45 degree angles.


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No need to dig ourselves even deeper into the mathfinder hole. For cones, just count the spaces the target is above or below you as if they were to the right or left of you. For emanations and bursts, first place them on the map where they are re: x and y axes, then count as many spaces towards the edge of the area as they are above or below the epicenter to find if they're inside it

Liberty's Edge

What about a cone you fire at enemies on the ground while flying above them ?


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The Raven Black wrote:
What about a cone you fire at enemies on the ground while flying above them ?

If you are aiming straight down, it's simple. The cross-section is circular. Firing at an angle from vertical produces an elliptical cross-section so that's a bit trickier.


Does anyone actually want to do trigonometry or conic section math while trying to play a game?

Just have the GM make a ruling on whether the creature is in the area or not. Usually it is just a matter of changing the destination of a stride action to get into the right position before firing off the spell.


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breithauptclan wrote:

Does anyone actually want to do trigonometry or conic section math while trying to play a game?

...

I do, I do!

(But I'm a retired math professor.)


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Gisher wrote:
breithauptclan wrote:

Does anyone actually want to do trigonometry or conic section math while trying to play a game?

...

I do, I do!

(But I'm a retired math professor.)

Me, too! Also a retired mathematician.

And trigonometry is not necessary for this task. Conic sections are classic Greek geometry.

breithauptclan wrote:
Just have the GM make a ruling on whether the creature is in the area or not. Usually it is just a matter of changing the destination of a stride action to get into the right position before firing off the spell.

That requires the GM to perform the conic section calculations. Fortunately, I am the GM.

On the other hand, the druid in the party who loves area-of-effect spells and likes to carefully place them for maximum coverage of enemies. The player carefully calculates this beforehand, because he is a retired biophyscist. We have developed informal rules for casting cones at unusual angles, mostly through taking some squares off one side and adding them to the other side.


Do the virtual table tops do this sort of 3-d calculation or are they restricted to 2-d?


breithauptclan wrote:
Does anyone actually want to do trigonometry or conic section math while trying to play a game?

Is that a trick question? You make it sound like that's takes effort. ;)

Horizon Hunters

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Gisher wrote:
Do the virtual table tops do this sort of 3-d calculation or are they restricted to 2-d?

The majority of VTTs are 2d, though I think there's a 3d one out there. I know Foundry will allow for non-standard cones and emanations and what not, and do its best to highlight the correct squares for them, but I personally do not allow those types of areas (even though they would technically work). I do however allow air burst fireballs, because the only thing that does is reduce the radius that hits the ground.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

As a professional graphic designer, I use use fancy diagrams to determine if someone is in my cone of cold spell area or not.


There is starting to be some 3d support out there.
Roll 20 has some isometric support now, and if you look at the lists of VTTs some are starting to have 3d features. I can't speak for the quality of any of these. For the moment I'm happy with 2D.


graystone wrote:
breithauptclan wrote:
Does anyone actually want to do trigonometry or conic section math while trying to play a game?
Is that a trick question? You make it sound like that's takes effort. ;)

Effort, knowledge, and not a small amount of time.

To each their own, of course. Just make sure that all of your players are still engaged with the game afterwards.


The Raven Black wrote:
What about a cone you fire at enemies on the ground while flying above them ?

I don't allow! kkk

Only 90º attack are permitted for cone attacks in my tables. I refuse to use more than simple Pythagoras Theorem. Unless for eventual online games with a VTT that calculates 3D area effects automatically I refuse to use sine/cosine formulas to track down the effects. kkkkkkkk


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breithauptclan wrote:
Effort, knowledge, and not a small amount of time it.

Well I never really spent much time/effort on it; it just comes to me. I ran out of math and science classes in high school so I ended up taking college calculus classes.

breithauptclan wrote:
To each their own, of course.

Oh, of course. Stick figures are about as artistic as I get, for instance. It's just when you ask 'do you want to do math during the game' you should expect some of us to say 'yes!'.

Gisher wrote:
(But I'm a retired math professor.)
Mathmuse wrote:
Also a retired mathematician.

Retired electrical/test engineer. ;)


Quote:
but areas’ distances are never reduced or affected by difficult terrain (page 475) or lesser cover (page 476)

Does the standard/total cover reduce the distances ?


Waldham wrote:
Quote:
but areas’ distances are never reduced or affected by difficult terrain (page 475) or lesser cover (page 476)
Does the standard/total cover reduce the distances ?

Standard cover, no. But standard and greater cover do give you bonuses to reflex saves.

Total cover also doesn't actually reduce the distance of the spell, but it does block the spell effect. So there is not much difference between the two.


graystone wrote:
Gisher wrote:
(But I'm a retired math professor.)
Mathmuse wrote:
Also a retired mathematician.
Retired electrical/test engineer. ;)

Software engineer.

So in addition to calculus, trig, and probability I have also taken classes in boolean algebra and discrete math. Not that I actually use any of the above on a regular basis.


Hello, a vehicle as a armored carriage gives a great cover.

Is it prevent the damage from areas for the creatures in an armored carriage ?

For the vehicle, it is a pilot/drive lore for the save reflex ?
Are there a bonus from great cover for the vehicle ?

Slow but steady, an armored carriage combines clockwork with a protective hull for a safe and comfortable ride.

Is the pilot in an armored carriage ?

Thanks for your future answer.


If a creature or a character is under the ground with burrow speed, does the creature or the character avoid the effect of an aura of the opponent creature ?


breithauptclan wrote:
Does anyone actually want to do trigonometry or conic section math while trying to play a game?

If you're playing a pen and paper game (vs. online), simplest solution might be to cut paper shapes out that match your grid size and then move them around as needed to see what would be affected. "how high does the cone go" is easily found by slapping the cone down on the map, then folding one half up. Similarly for a flier, hold your figure where your PC would be, then use the paper shape to see what it affects. For lines, use a string (this has an added benefit, in that you're not limited to the 'line' shapes given in the rule books, because they don't really capture the full gamut of straight lines that are possible).

In this case, applied physics is easier than theoretical math. ;)


Greater Cover provides a +4 bonus to AC, Reflex saves, Stealth checks, and allows a creature to make Hide attempts.

So it won't block all damage automatically from an area effect. It just makes it more likely that the characters on the vehicle will succeed or critically succeed at the save - as long as it is a reflex save, not a will save.

The object providing cover won't also benefit from the cover. So the vehicle is still just using its hardness and object immunities for its protection, not the cover that it provides.

An Armored Carriage uses its stats for combat - not its description. Comparing a Carriage to an Armored Carriage, the Armored Carriage has the same hardness, but has more HP, better AC and fortitude save bonus. And it doesn't have pulling animals that could be attacked. It also holds one additional person. If that isn't 'armored' enough for your liking, you can houserule tweak the stats a bit to better represent it. Probably a bit more hardness wouldn't hurt.

Being underground probably does prevent being affected by spells because of the Line of Effect rules.

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