Garthanos
Arcadian Knight
so you are. Do tell me about the wonderful support for totm... compare it to 13A.I am not people. I am me.
so you are. Do tell me about the wonderful support for totm... compare it to 13A.I am not people. I am me.
Should captain abilities be worded similarly to spell areas of effect? This way, if 2-3 enemies would be hit by a 15ft cone, 2-3 allies would be affected by theCaptains chargingbattle cry or whatever because it’s a 15ft cone?
That'd be consistent with existing mechanics.. abilities be worded similarly to spell areas of effect? This way, if 2-3 enemies would be hit by a 15ft cone, 2-3 allies would be affected by thechargingbattle cry or whatever because it’s a 15ft cone?
If you're suggesting that there are other sources of this kind of problem you'd be correct. I'm suggesting we try to avoid designing a class that presents the same issue every single round of every single combat starting at 1st level. If we can mitigate the issue why not go that route?Sure, like if it mattered which allies were w/in 10', which other allies & enemies are w/in 30', and which allies had been w/in 30 in a previous round, that might be a bit much, right?
I'm suggesting it's not that much of a problem.If you're suggesting that there are other sources of this kind of problem you'd be correct.
We can agree to disagree then. Cool. Moving on then....I'm suggesting it's not that much of a problem.
I was suggesting that not only are there other sources but they are accepted without so much as a blink because some classes are allowed to be complex and have longer turnsI'm suggesting it's not that much of a problem.
It’s tough to read comments like this when you don’t quote the person you are replying to, tbh.It's not just the aura though, there are other abilities in play that target a single ally. Plus potentially targeting enemies as well. In addition, and I can't stress this enough, it's also every single turn, including the messy melee part of a fight. Asking a DM to know how many allies are within X aura, plus how many enemies are within X aura, plus how many allies and enemies are within X targeted distance every turn is a lot of tracking that normally isn't the case without a grid, and all that equals increased cognitive load on the DM.
And do you know who expects hyper accurate location information? Players do, especially when they have a whole mess of short range powers that require accurate distance information to a wide range of targets. It sounds like an enormous pain in the ass. Your comment about being picky isn't helpful either, because the model we have puts the entire onus on the DM to figure all this out. It would be a pain even if I weren't being picky, and I'm not a picky DM.
Why you can't take my reservations about this at face value baffles me. So I guess we're both baffled.
That’s fair, I was just think of the dmg or whatever advice where certain types of AoEs hit certain numbers.As a general rule, it's not so much concerns about specific distances. And different people run TOTM in different ways.
But for me, I think that it is more important to make sure that there is a delineation between things that are fairly easy to grok and adjudicate for the table, as opposed to things that aren't when running narrative.
I don't view it in terms of spell equivalents so much as what is useful. For example, A presence of 30' (as opposed to 10' or 100') is easy to understand; a presence of 105' as opposed to 100' will not be nearly as useful; cf. mobile.