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<blockquote data-quote="Mark CMG" data-source="post: 5757843" data-attributes="member: 10479"><p>I disagree with the design choice. If the player is able to target specific objects and it isn't, per se, a fireball (an uncontrolled fire spell) then it is the player who should determine how the flame manifests and what is affected by that flame. If it is a fireball that manifests in a given area, then it is neither up to the player nor the DM and simply a matter of whether or not something is in the area of the fireball, though the DM might have some say over whether an object near the edge is actually within the area of effect.</p><p></p><p>I do something different for my G&G game whereby the player is the crafter of the magic and determines how it manifests situationally. A player might use a single factor (one die of damage) and have a small line of fire run across the floor and ignite all of the paper and allow the ensuing fire to harm the person standing in the middle if they weren't smart enough to get out. A player could use six factors (6 dice of damage) to either send a big fireball sweeping down a long passage or target an individual and have that single person immolated by flame. The player decides how his magic manifests though the GM does get to cap just how much can be done (this balance is something individual campaigns get to work out though some guidelines are in place).</p></blockquote><p></p>
[QUOTE="Mark CMG, post: 5757843, member: 10479"] I disagree with the design choice. If the player is able to target specific objects and it isn't, per se, a fireball (an uncontrolled fire spell) then it is the player who should determine how the flame manifests and what is affected by that flame. If it is a fireball that manifests in a given area, then it is neither up to the player nor the DM and simply a matter of whether or not something is in the area of the fireball, though the DM might have some say over whether an object near the edge is actually within the area of effect. I do something different for my G&G game whereby the player is the crafter of the magic and determines how it manifests situationally. A player might use a single factor (one die of damage) and have a small line of fire run across the floor and ignite all of the paper and allow the ensuing fire to harm the person standing in the middle if they weren't smart enough to get out. A player could use six factors (6 dice of damage) to either send a big fireball sweeping down a long passage or target an individual and have that single person immolated by flame. The player decides how his magic manifests though the GM does get to cap just how much can be done (this balance is something individual campaigns get to work out though some guidelines are in place). [/QUOTE]
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