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<blockquote data-quote="irdeggman" data-source="post: 4600647" data-attributes="member: 16285"><p>Actually everywhere within a specific square is considered within the square. One side is the same as the opposite side for this purpose. When counting distance you count the squares not actual distance within the square. So any given 5 ft square has 4 intersections that are considered "equivalent".</p><p></p><p>This is a peculiarity that falls out due to the way D&D combat is handled and its heavy reliance on battle grids.</p><p></p><p>The old pick a distance and direction just doesn't fly the same way it used to because of the changes in the combat system. </p><p></p><p>Well actually for spells of this nature you actually count distance from intersection to intersection, but the principle is the same - there are multiple intersections that are equivalent and any one can be chosen as the "target' by the caster or the character throwing a splash type weapon (the rules are pretty much the same for those too).</p><p></p><p>Movement is handled by counting squares and not the location within a given square.</p></blockquote><p></p>
[QUOTE="irdeggman, post: 4600647, member: 16285"] Actually everywhere within a specific square is considered within the square. One side is the same as the opposite side for this purpose. When counting distance you count the squares not actual distance within the square. So any given 5 ft square has 4 intersections that are considered "equivalent". This is a peculiarity that falls out due to the way D&D combat is handled and its heavy reliance on battle grids. The old pick a distance and direction just doesn't fly the same way it used to because of the changes in the combat system. Well actually for spells of this nature you actually count distance from intersection to intersection, but the principle is the same - there are multiple intersections that are equivalent and any one can be chosen as the "target' by the caster or the character throwing a splash type weapon (the rules are pretty much the same for those too). Movement is handled by counting squares and not the location within a given square. [/QUOTE]
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