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Non-magical area attacks
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<blockquote data-quote="eamon" data-source="post: 5370220" data-attributes="member: 51942"><p>If the holy handgrenade can only just barely fit through the slit and will thus sometimes fail to penetrate it entirely, that means you've got a terrain element which <em>almost</em> blocks line of effect.</p><p></p><p>As an exceptional element - sure, why not? I think believability matters, and the occasional oddball reminder that there's a real world behind the dice-rolling is fine and perfectly legitimate DM-ing. However, I don't see what arcane vs. non-arcane has to do with it - if you fling a fireball, you might miss the gap just as well.</p><p></p><p>I wouldn't do this more than once, or I'd make it a feature of a very specific architectural style - no point in bogging the game down (and that means thinking it through - does it make sense for this style to be rare?) In 4e, I think the best way to model this is not with a Dex-check, but with a plain attack roll. I'd make it an attack roll vs. AC10 +5 per square between you and the slit (i.e. an adjacent target can almost always hit it, but even at high levels the "easy" range is tactically relevant).</p><p></p><p>Alternately, perhaps more conservatively (and thus safely), you could rule the slit too narrow to penetrate <em>at all</em> but exceptionally, permit attacks originating right in front of the slit to hit targets on the other side with (superior) cover. I.e. no line of effect except from squares directly adjacent to the slit to the other side, and then only with (superior) cover. That way, you can throw your holy handgrenade at the slit, hit the slight, and have the burst penetrate somewhat or have the archer stand right next to the slight and shoot through it.</p><p></p><p>Whatever you do, distinguishing between power sources is opening a can of worms - I mean, if you're going to do that, you kinda need to distinguish between various weapons or various spells too, and so on. Doing that is a lot of work, and it's fairly arbitrary - which is kinda a red flag. You <em>could</em> do it, but be sure to have it all worked out, also considering balance, for all classes and all powers before you start the campaign and be sure all players know this before starting to build their chars - as for all house rules. Obviously, I don't think it's worth it...</p></blockquote><p></p>
[QUOTE="eamon, post: 5370220, member: 51942"] If the holy handgrenade can only just barely fit through the slit and will thus sometimes fail to penetrate it entirely, that means you've got a terrain element which [I]almost[/I] blocks line of effect. As an exceptional element - sure, why not? I think believability matters, and the occasional oddball reminder that there's a real world behind the dice-rolling is fine and perfectly legitimate DM-ing. However, I don't see what arcane vs. non-arcane has to do with it - if you fling a fireball, you might miss the gap just as well. I wouldn't do this more than once, or I'd make it a feature of a very specific architectural style - no point in bogging the game down (and that means thinking it through - does it make sense for this style to be rare?) In 4e, I think the best way to model this is not with a Dex-check, but with a plain attack roll. I'd make it an attack roll vs. AC10 +5 per square between you and the slit (i.e. an adjacent target can almost always hit it, but even at high levels the "easy" range is tactically relevant). Alternately, perhaps more conservatively (and thus safely), you could rule the slit too narrow to penetrate [I]at all[/I] but exceptionally, permit attacks originating right in front of the slit to hit targets on the other side with (superior) cover. I.e. no line of effect except from squares directly adjacent to the slit to the other side, and then only with (superior) cover. That way, you can throw your holy handgrenade at the slit, hit the slight, and have the burst penetrate somewhat or have the archer stand right next to the slight and shoot through it. Whatever you do, distinguishing between power sources is opening a can of worms - I mean, if you're going to do that, you kinda need to distinguish between various weapons or various spells too, and so on. Doing that is a lot of work, and it's fairly arbitrary - which is kinda a red flag. You [I]could[/I] do it, but be sure to have it all worked out, also considering balance, for all classes and all powers before you start the campaign and be sure all players know this before starting to build their chars - as for all house rules. Obviously, I don't think it's worth it... [/QUOTE]
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