Frostmarrow said:
Diagonal cones are so strange that you might as well ditch the whole concept. Since diagonal movement is the same distance as orthogonal movement makes it even weirder.
Ironically, the diagonal cone was the single major complexity inherent in the 1-2-1-2 rule for diagonal movement (although the new version is simpler, the old version really couldn't be called complex with any accuracy).
That said, there are issues even with simple lines when working on a square grid (or any grid, for the hex-advocates). Imagine a Wizard wants to
lightning bolt a character who is eight squares north and 3 squares west of him. Clearly, he should be able to do so (after all, there's a straight line between the two), but how do you determine which other squares are affected? (If the answer is "any square that the line touches", then the solution for all spell effects is trivial - just use round and conical area of effect templates, and apply the same rule.)
Masquerade said:
That's a shame, but the removal makes perfect sense.
It really doesn't. The Red Dragon's fiery breath is very naturally a cone shape. They absolutely have to have a really good mechanic for how this works, because if the game can't model
the iconic creature in the game, then they have a real problem.