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===Areas of Effect===
===Areas of Effect===
Accounting for distance and movement is a complex topic, and large amounts of thought went into this.  In Epic Path, we simplify areas and movement by using a straight '1 for 1' counting convention.  In detail, measure all movement in squares. All face-to-face moves (across an edge of a square) are 1 for 1, and diagonal moves (across a corner of a square) are 1 for 1.
In Epic Path, areas of effect, distances, and movement are simplified by using a straight '1 for 1' counting convention, even when counting diagonallySpecifically, 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.   
 
ALL distances and movement are counted as "1 for 1." There is no penalty for moving in diagonal lines.  This has the effect of greatly simplifying the work of determining ranges and allows high-maneuverability classes to play much faster.   


ALL areas of effect are simplified.
ALL areas of effect are simplified.


Templates are no longer used for circles or cones.  The area of effect for all common cones and circles are reduced to squares, based upon the conversions below.  This simplifies placing AOE's considerably, and allows custom sizes or widened spells to be used easily.
Templates are no longer used for circles or cones.  The area of effect for all common cones and circles are represented as squares.  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.


==== Placement Rules ====
==== Placement Rules ====
No-range attacks (usually cones) are placed by ensuring that any square of the AOE must have one point of adjacency, either a side or a corner, with one of the attacker's squares.  For example, a size Medium wizard uses Burning Hand of the MagusThis spell has a fifteen-foot-cone area of effect.  In these rules, the cone template is not used, and instead the Area of Effect is converted to a three by three squareThe location of the effect of the spell must be adjacent to either a side or a corner of one of the caster's squares.  Since the wizard is size Medium and thus has only one square, the Burning Hand AOE must be adjacent to either a side or a corner of that square.
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 possibleIn 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 placedFor Cones, Blasts, Bursts, and Lines, follow the rules below.  If the spell or effect specifies a Cone, Blast, Burst, or Line area of effect, but then describes the effect differently than the rules listed below, refer to the specific spell or effect, rather than these general rules.


A size Huge dragon breathing a sixty foot cone of fire is resolved as follows: A size Huge creature occupies a three by three square.  A sixty foot cone is defined as an 8x8 square.  The 8x8 square of the area of effect must be placed so that it is 'touching' any edge or corner of the 3x3 square of the dragon's space.
:<h5>Cones</h5>
: 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 (Sorcerer/Wizard Spell)|Burning Hand of the Magus]], also use this area of effect.


Ranged area of effect attacks are not determined by adjacency to the attacker's squareInstead, they are counted out from a central target point.  All 'odd number' areas of effect are centered upon a target square.  All 'even number' areas of effect are centered upon an intersection 'targeting cross-hair' formed by four squares.
: 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 spaceIf 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 spaceThe cone's point of origin is considered to be this point that touches the caster's space.


==== Conversion of Areas of Effect ====
: Once the origin point is determined, the area of effect is placed in a square-shaped area equal to size specified.
To simplify interoperation with other d20 games (such as the classic 3.5 and Pathfinder), we define some simple area of effect conversions, below.


Many of the larger areas of effect have been slightly reduced in size to balance the fact that corners are no longer being cut out by the old 3:2 diagonal rules. The total affected area is still usually greater under these variant rules. This reduction also allows for simplification of the [[Widen Spell]] metamagic feat, which simply increases the listed axis values. For example, a "30-foot cone" area of effect, defined below as a 5x5 square, with Widen Spell applied grows from a 6x6 square to a 9x9 square, caster level permitting.
:<h5>Blasts</h5>
:


====Cone Areas of Effect====
:<h5>Bursts</h5>
:* 15 foot cone becomes a 3x3 square around a target square
:
:* 30 foot cone becomes a 5x5 square around a target square
:* 60 foot cone becomes an 8x8 square around a target intersection point


====Radius Areas of Effect====
:<h5>Lines</h5>
:* 5  foot radius becomes a 2x2 square around a target intersection point
:
:* 10 foot radius becomes a 4x4 square around a target intersection point
:* 15 foot radius becomes a 5x5 square around a target square
:* 20 foot radius becomes a 7x7 square around a target square
:* 30 foot radius becomes a 9x9 square around a target square
:* 40 foot radius becomes a 12x12 square around a target intersection point

Revision as of 15:28, 11 July 2019

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.

ALL areas of effect are simplified.

Templates are no longer used for circles or cones. The area of effect for all common cones and circles are represented as squares. 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.

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 spell or effect specifies a Cone, Blast, Burst, or Line area of effect, but then describes the effect differently than the rules listed below, refer to the specific spell or effect, 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
Bursts
Lines