Areas of Effect: Difference between revisions

From Epic Path
Jump to navigation Jump to search
No edit summary
 
(3 intermediate revisions by 2 users not shown)
Line 49: Line 49:
: If a ray spell deals damage, you can score a critical hit just as if it were a weapon. A ray spell threatens a critical hit on a natural roll of 20 and deals double damage on a successful critical hit.
: If a ray spell deals damage, you can score a critical hit just as if it were a weapon. A ray spell threatens a critical hit on a natural roll of 20 and deals double damage on a successful critical hit.


: <h6>Rays are Weapons</h6>
: Note that rays count as weapons for the purpose of spells, feats and effects that affect weapons.  For example, a bard's inspire courage ability says it affects "weapon damage rolls," which is worded that way so you don't try to add the bonus to a spell like fireball. However, rays are treated as weapons, whether they're from spells, a monster ability, a class ability, or some other source, so the inspire courage bonus applies to ray attack rolls and ray damage rolls. This also means that feats that affect Weapon damage and to-hit rolls, such as [[Weapon Focus (Feat)]] or [[Weapon Specialization (Feat)]] can be taken by players with access to ray attacks (such as Wizards or Sorcerers, or anyone who has purchased a [[Bonebreakers Rod]] or other ray-making magic item) and those feats applied to any ray attacks they generate by casting spells or using magic items.
: Note that rays count as weapons for the purpose of spells, feats and effects that affect weapons.  For example, a bard's inspire courage ability says it affects "weapon damage rolls," which is worded that way so you don't try to add the bonus to a spell like fireball. However, rays are treated as weapons, whether they're from spells, a monster ability, a class ability, or some other source, so the inspire courage bonus applies to ray attack rolls and ray damage rolls. This also means that feats that affect Weapon damage and to-hit rolls, such as [[Weapon Focus (Feat)]] or [[Weapon Specialization (Feat)]] can be taken by players with access to ray attacks (such as Wizards or Sorcerers, or anyone who has purchased a [[Bonebreakers Rod]] or other ray-making magic item) and those feats applied to any ray attacks they generate by casting spells or using magic items.


: <h5>Creatures</h5>
: <h5>Creatures</h5>
: A spell with this kind of area affects creatures directly (like a targeted spell), but it affects all creatures in an area of some kind rather than individual creatures you select. The area might be a spherical burst, a cone-shaped burst, or some other shape, although all areas are abstracted to cubes for play on a grid. A common type of creature effecting spells will effect a number of creatures who are within a certain distance of each other. The simplest way to work this out in play is to choose the closest creature that the caster wishes to effect, and count out from there to the maximum distance, although again, clever players will be able to come up with all sorts of interesting options.
: A spell with this kind of area affects creatures directly (like a targeted spell), but it affects all creatures in an area of some kind rather than individual creatures you select. The area might be a spherical burst, a cone-shaped burst, or some other shape, although all areas are abstracted to cubes for play on a grid. A common type of creature effecting spells will effect a number of creatures who are within a certain distance of each other. The simplest way to work this out in play is to choose the closest creature that the caster wishes to effect, and count out from there to the maximum distance, although again, clever players will be able to come up with all sorts of interesting options.


: Many spells affect creatures,which means all creatures other than constructs and undead. Creatures in the spell's area that are not of the appropriate type do not count against the creatures affected.
: Many spells affect "living creatures", which means all creatures other than constructs and undead. Creatures in the spell's area that are not of the appropriate type do not count against the creatures affected.


: <h5>Objects</h5>
: <h5>Objects</h5>

Latest revision as of 14:38, 11 September 2022

Areas of Effect

In Epic Path, areas of effect, distances, and movement are simplified by using a straight '1 for 1' counting convention, even when counting diagonally. Specifically, moving orthogonally (north, south, east, west; from one edge of a square to another) costs the same as moving diagonally (northeast, northwest, southeast, southwest; from one corner of a square to another). There is no penalty for moving in diagonal lines, or for counting distances across diagonal lines. This has the effect of greatly simplifying the work of determining ranges and allows high-maneuverability classes to play much faster.

Templates are no longer used for circles or cones. The areas of effect for all common cones, blasts, and other circular effects are represented as squares. (Technically, the areas of effect are cubes, but in most cases the three-dimensional visualization isn't relevant, unless there are flying creatures, or creatures at varying elevations, included in the area of effect.) This makes it very easy to visualize where an area of effect lays on a map, and allows custom sizes or widened spells to be applied or added very easily.

Why Don't Diagonals Cost More?
While it may look unrealistic that a creature can move diagonally without it costing additional movement to do so, it greatly simplifies the accounting for movement. The same 'diagonals are treated the same' principle is applied to areas of effect, for the same reason — it's easy to visualize, without the need for templates or math. It is very easy to visualize a square area of effect that is 4x4 squares in size (a 10-foot radius effect, which is centered on the intersection of four squares). It is much harder to visualize that when diagonals are treated differently (such as the Pathfinder method of making them cost 1.5:1). While that leads to prettier circles, it makes it harder to figure out which squares are included or excluded. This is even more complicated by feats or effects which double an area of effect. You might end up wasting 10 minutes debating whether a creature is in or out of an effect, because the rules chose realism over simplicity. Epic Path chooses simplicity. While the GM can always choose which of Epic Path's rules should apply in their campaign, be aware that changing this rule affects a LOT of systems beyond just movement (anything with a range or an area of effect, reach weapons, 3D movement, etc.).

Placement Rules

A variety of areas of effect are used by spells and other effects in Epic Path. The most common of these are Cones, Blasts, Bursts, and Lines, but many other shapes are also possible. In cases where a non-standard area of effect is used, the spell or effect should describe, in detail, how the shape of that effect is placed. For Cones, Blasts, Bursts, and Lines, follow the rules below. If the placement rules in the description text of the spell or effect differ from the rules listed below, refer to that description rather than these general rules.

Cones
Many spells and effects start from the caster and blast outward. A common example of this would be a dragon's breath weapon, but a number of spells, such as Burning Hand of the Magus, also use this area of effect.
A cone effect is a square area that must have an edge or corner adjacent to the caster or creator of the effect. That is, one edge or corner of the cone must touch an edge or corner of the caster's space. If the caster is sized-large or larger, the cone needs to touch any edge or corner of at least one square of the caster's space. The cone's point of origin is considered to be this point that touches the caster's space.
Once the origin point is determined, the area of effect is placed in a square-shaped area equal to size specified.
Blasts
A blast effect is an area of effect that is set off at range from the caster or creator of the effect. A common example of a blast is a Fireball spell. In most cases, the caster or creator must have line of sight and line of effect to the center (the origin point) of where the blast will be placed (unless explicitly stated otherwise in the spell or effect being cast). Once the origin point of the blast is determined, the blast radiates out from that point.
Once the origin point is determined, the area of effect is placed in a square-shaped area equal to size specified, radiating outward from the origin point.
Blasts which have an even number of squares in their radius (e.g. a 20-foot radius blast, which is a 4-square radius) always originate from the intersection of four squares (i.e. the junction of the squares). This means a 20-foot radius blast is an 8 x 8 square area. However, blasts which have an odd number of squares in their radius (e.g. a 25-foot radius, which is a 5-square radius) always originate from a square in the center of the radius. This means a 25-foot radius blast is a 9 x 9 square area.
Bursts
A burst effect is an area of effect that explodes outward from the caster or creator of the effect. These effects are sometimes referred to as Point-Blank Areas of Effect (PBAoEs), or just as a radius centered on the caster. They are quite easy to understand, since the effect moves outward, in all directions, from the caster's space, out to the number of squares specified by the radius. A common example of a burst effect is a Cleric's Channel Divinity class feature.
One oddity of this area of effect arises when it is cast (or caused) by a creature that is sized-large or larger. This is slightly more difficult to visualize, until you understand that bursts are NOT calculated from the center of a creature's space, but from the edges. This means that an effect with a burst radius of 10 feet would be a 5x5 square area if the creator of the effect is sized-medium or smaller, with the creator in the center of the effect. However, if the creator were size large (possessing a 2x2 square space) the radius of the effect would appear as a 6x6 square area, since the radius is counted outwards from each edge of the creator's space.
Bursts may or may not include the caster in their effects. This will usually be spelled out in the effect's description. If it isn't, then generally, harmful effects DON'T include the caster (the effect is donut-shaped), while beneficial effects typically DO include the caster.
Lines
A line effect is unusual since its shape can be irregular. Line effects always list a distance that the line can travel, but that line doesn't need to be straight. Line effects nearly always begin from a square that is adjacent to the caster's space (unless explicitly stated otherwise in the spell or effect's description).
To determine which creatures are struck by a line attack, count out a number of squares equal to the line's distance, beginning with the origin square. The path can turn, go diagonally, and even come back toward the caster. However, the path can never pass through the same square more than once, nor can the path skip any squares — it must be contiguous. Any creature whose space is included in the path (or any portion of their space, if they are sized-large or larger) is included in the area of effect of the spell or effect.
Unlike other areas of effect, lines are not big cubes, but instead create a path of 5-foot cubes that meanders across the battlefield, like a very large snake, as directed by the caster. In some rare cases, a line might be bigger than 5-feet wide, if that is explicitly stated in the description of the spell or effect being cast. In such cases, the height of the line is the same as the width, but the length of the line never affects its width or height.
It is usually okay to have the path of a line move upward into the air, unless the effect described doesn't make sense in that context. For example, a lightning bolt might shoot straight up to hit one flying creature, arc over to a second aerial target, then plunge back down to strike a target on the ground. This is perfectly allowed, assuming it has enough length to draw the entire path between all those targets. However, if the description of the effect is a ridge of exploding earth, the line's path probably needs to follow just above the surface of the ground (or possibly up a cliffside), and only affect targets near the ground (or the cliff). The GM is the final judge of what is allowed, and it should be in keeping with the flavor of the spell or ability being used.
A spell or ability that produces a line area of effect will usually require line of sight to all squares in the path, which may prevent certain squares from being included in the path. For example, the line's path cannot go around the corner of a wall unless the caster can actually perceive the squares around that corner that they want to draw the line effect through. If a requirement for line of sight is not listed in the description, it should generally be assumed that it is required. Note that "line of sight" simply means you are able to perceive it, despite the name of the term; any sense that would let you target the space in combat (e.g. Tremorsense) will suffice, not just sight-based senses.
Ray
Some effects are rays. You aim a ray as if using a ranged weapon, though typically you make a ranged touch attack rather than a normal ranged attack. As with a ranged weapon, you can fire into the dark or at an invisible creature and hope you hit something. You don't have to see the creature you're trying to hit, as you do with a targeted spell. Intervening creatures and obstacles, however, can block your line of sight or provide cover for the creature at which you're aiming.
If a ray spell has a duration, it's the duration of the effect that the ray causes, not the length of time the ray itself persists.
If a ray spell deals damage, you can score a critical hit just as if it were a weapon. A ray spell threatens a critical hit on a natural roll of 20 and deals double damage on a successful critical hit.
Rays are Weapons
Note that rays count as weapons for the purpose of spells, feats and effects that affect weapons. For example, a bard's inspire courage ability says it affects "weapon damage rolls," which is worded that way so you don't try to add the bonus to a spell like fireball. However, rays are treated as weapons, whether they're from spells, a monster ability, a class ability, or some other source, so the inspire courage bonus applies to ray attack rolls and ray damage rolls. This also means that feats that affect Weapon damage and to-hit rolls, such as Weapon Focus (Feat) or Weapon Specialization (Feat) can be taken by players with access to ray attacks (such as Wizards or Sorcerers, or anyone who has purchased a Bonebreakers Rod or other ray-making magic item) and those feats applied to any ray attacks they generate by casting spells or using magic items.
Creatures
A spell with this kind of area affects creatures directly (like a targeted spell), but it affects all creatures in an area of some kind rather than individual creatures you select. The area might be a spherical burst, a cone-shaped burst, or some other shape, although all areas are abstracted to cubes for play on a grid. A common type of creature effecting spells will effect a number of creatures who are within a certain distance of each other. The simplest way to work this out in play is to choose the closest creature that the caster wishes to effect, and count out from there to the maximum distance, although again, clever players will be able to come up with all sorts of interesting options.
Many spells affect "living creatures", which means all creatures other than constructs and undead. Creatures in the spell's area that are not of the appropriate type do not count against the creatures affected.
Objects
A spell with this kind of area affects objects within an area you select (as Creatures, but affecting objects instead).
Other
A spell can have a unique area, as defined in its description.


In some cases, blocking terrain contained in the area of effect of a cone, blast, or burst might cause squares beyond them, but still in the area of effect, to be sheltered or unaffected by the spell or effect in question. As a general rule, if the effect being created is relying on direct force (such as a blast of wind), or is made up of solid elements (such as spears of stone), blocked squares should, at a minimum, provide a cover bonus to any Reflex saves of creatures sheltering behind them. Effects that produce a liquid or gas effect might simply flow around blocking squares, affecting all unblocked squares equally. The GM is the final arbiter of this sort of thing. Note that creatures in the area of effect do NOT count as blocking; only squares that cannot be passed through with normal movement count as blocking. This particular issue doesn't happen with Line areas of effect, since they can simply choose a path that goes around a blocked square.