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<blockquote data-quote="Charlaquin" data-source="post: 7808739" data-attributes="member: 6779196"><p>Ok, so set the expectation that players state when they’re upcasting their spells. NBD.</p><p></p><p></p><p>I mean, if there are 5 other goblins in the blast radius, they’ll make saves too. If there are curtains in the area, they will be ignited, as per the rules text of the spell. I don’t understand what your argument is here.</p><p></p><p></p><p>First of all, it’s not unusual for different actions to have the same difficulty. Second of all, there is never any uncertainty with fireball, unless someone tries to Counterspell it with a lower level spell slot than you’re casting it at, and in that case you do have to make a check to resolve that uncertainty. Otherwise, you say you’re casting it, it works without a check. That is precisely how it <em>should</em> function under G&A.</p><p></p><p>If there happen to be goblins in the area, there is uncertainty as to whether or not they will take the full force of the detonation, so they have to make saving throws.</p><p></p><p></p><p>It works exactly the same way any other action works. The DM describes the environment. The players describe what they want to do. The DM decides what happens, often relying on the roll of a die to determine the results, then narrates the results of the character’s actions.</p><p></p><p>Now, that process of the DM deciding what happens, often relying on the roll of a die to determine the results? What exactly that looks like depends on the actions the players take. Casting a spell happens to be an action that has a lot of very specific rules about how to resolve it. Most other actions are much more reliant on the DM’s judgment. But both fit just fine into the same action resolution framework.</p></blockquote><p></p>
[QUOTE="Charlaquin, post: 7808739, member: 6779196"] Ok, so set the expectation that players state when they’re upcasting their spells. NBD. I mean, if there are 5 other goblins in the blast radius, they’ll make saves too. If there are curtains in the area, they will be ignited, as per the rules text of the spell. I don’t understand what your argument is here. First of all, it’s not unusual for different actions to have the same difficulty. Second of all, there is never any uncertainty with fireball, unless someone tries to Counterspell it with a lower level spell slot than you’re casting it at, and in that case you do have to make a check to resolve that uncertainty. Otherwise, you say you’re casting it, it works without a check. That is precisely how it [I]should[/I] function under G&A. If there happen to be goblins in the area, there is uncertainty as to whether or not they will take the full force of the detonation, so they have to make saving throws. It works exactly the same way any other action works. The DM describes the environment. The players describe what they want to do. The DM decides what happens, often relying on the roll of a die to determine the results, then narrates the results of the character’s actions. Now, that process of the DM deciding what happens, often relying on the roll of a die to determine the results? What exactly that looks like depends on the actions the players take. Casting a spell happens to be an action that has a lot of very specific rules about how to resolve it. Most other actions are much more reliant on the DM’s judgment. But both fit just fine into the same action resolution framework. [/QUOTE]
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