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AoE spells: Do you play by RAW or RAI?
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<blockquote data-quote="UngeheuerLich" data-source="post: 8233974" data-attributes="member: 59057"><p>It is one thing not to like RAW and not understanding the rules. </p><p></p><p>Entry means subject A enters area B. If we assume that entering is relativ to the rotating earth (or a moving ship, which makes it quite more complicated), then there is no problem. </p><p>You could argue that sometimes the in world logic is sometimes off, but because of the way DnD handels initiative and seperate resove of simultaneous actions you need to find a solution to not make a spell over and underpowered. </p><p></p><p>Actually, in 4e such spells usually dealt their damage only 1 per round, not once per turn, which I prefer. In 3.5 every entry was punished, so if you could move someone in and out during a single turn, the damage was huge. </p><p></p><p>In 4e the 1/round system made problems however. It started with damage at the end of a turn 1/round to damage at start of turn 1/round and I think it endet at once at the beginning and when you enter and then at the end or so...</p><p></p><p>My preferred method would be the last one. You are dealt damage once, no matter what you do, and then in your turn you can freely leave. But that is still debatable. </p><p></p><p>Even better would be going back to simultaneous action and just noting at which initiative the effect was created. Probably you could even roll initiative for them or have them always act at initiative 20. Everyone in the effect at initiative x will be affected. </p><p>This a bit akin to lair actions. If you are </p><p>really fast, you might get out, before you take damage. Would make faster initative really mean something.</p></blockquote><p></p>
[QUOTE="UngeheuerLich, post: 8233974, member: 59057"] It is one thing not to like RAW and not understanding the rules. Entry means subject A enters area B. If we assume that entering is relativ to the rotating earth (or a moving ship, which makes it quite more complicated), then there is no problem. You could argue that sometimes the in world logic is sometimes off, but because of the way DnD handels initiative and seperate resove of simultaneous actions you need to find a solution to not make a spell over and underpowered. Actually, in 4e such spells usually dealt their damage only 1 per round, not once per turn, which I prefer. In 3.5 every entry was punished, so if you could move someone in and out during a single turn, the damage was huge. In 4e the 1/round system made problems however. It started with damage at the end of a turn 1/round to damage at start of turn 1/round and I think it endet at once at the beginning and when you enter and then at the end or so... My preferred method would be the last one. You are dealt damage once, no matter what you do, and then in your turn you can freely leave. But that is still debatable. Even better would be going back to simultaneous action and just noting at which initiative the effect was created. Probably you could even roll initiative for them or have them always act at initiative 20. Everyone in the effect at initiative x will be affected. This a bit akin to lair actions. If you are really fast, you might get out, before you take damage. Would make faster initative really mean something. [/QUOTE]
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AoE spells: Do you play by RAW or RAI?
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