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Emanation damage point and linked exploits:
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<blockquote data-quote="Chaosmancer" data-source="post: 9501658" data-attributes="member: 6801228"><p>Not quite. </p><p></p><p>They made a promise to include all the old material in the game. This is partially because they have adventurers written that reference this material. Can't have a friendly druid cast Conjure Animals if Conjure Animals doesn't exist. </p><p></p><p>The new conjure spell designs WERE PLAYTESTED. All of them. Treantmonk even specifically made a point of rating every single one of them with a perfect score, because he wanted to make sure the old conjure spells were not in the game. </p><p></p><p>What was not playtested was the new emanation rules. Which 95% are the exact same as the old rules for things like Spirit Guardians. But, to allow a player to cast spirit guardians, and walk through a crowd of zombies, burning the undead as they moved forward (which is something that most players thought they could do) they changed the phrasing. </p><p></p><p>Instead of the spell only triggering when an enemy enters the space or ends its turn in the space (limited to once per turn), it now triggers when an enemy enters the space, ends their turn in the space or the emanation enters their space (all of this limited to once per turn). The only thing that was done "wrong" was not assuming that people would homebrew surprise rounds against the intent of the rules and that they would do any narrative silly thing to move in and out of the enemy's space every turn AND that this would allow them to do so more often than the old way of just pushing the enemy in and out of the space every single turn (which was the old exploit for hazard zone spells)</p></blockquote><p></p>
[QUOTE="Chaosmancer, post: 9501658, member: 6801228"] Not quite. They made a promise to include all the old material in the game. This is partially because they have adventurers written that reference this material. Can't have a friendly druid cast Conjure Animals if Conjure Animals doesn't exist. The new conjure spell designs WERE PLAYTESTED. All of them. Treantmonk even specifically made a point of rating every single one of them with a perfect score, because he wanted to make sure the old conjure spells were not in the game. What was not playtested was the new emanation rules. Which 95% are the exact same as the old rules for things like Spirit Guardians. But, to allow a player to cast spirit guardians, and walk through a crowd of zombies, burning the undead as they moved forward (which is something that most players thought they could do) they changed the phrasing. Instead of the spell only triggering when an enemy enters the space or ends its turn in the space (limited to once per turn), it now triggers when an enemy enters the space, ends their turn in the space or the emanation enters their space (all of this limited to once per turn). The only thing that was done "wrong" was not assuming that people would homebrew surprise rounds against the intent of the rules and that they would do any narrative silly thing to move in and out of the enemy's space every turn AND that this would allow them to do so more often than the old way of just pushing the enemy in and out of the space every single turn (which was the old exploit for hazard zone spells) [/QUOTE]
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