Oryan77
Adventurer
I was considering implementing a new way of handling spells like Evards Tentacles, Darkness, Fireball, ect, and wanted to see what people think of this.
I use template cutouts to measure the area of effect for spells. In an attempt to speed up player decisions and to make it less lame to me, I was thinking about making players quickly point at a square on the battlemat to tell me where they want to center there spell. Then they can grab the template cutout to measure the exact radius of squares that the spell targets.
We get into situations where a caster casts the spell and all the players each take turns repositioning the template cutout trying to find the best position for the spell so none of them get hit and more NPCs are targeted. That slows down the game and is also kind of silly to me to think that the caster is able to lay down a spell to the point where it misses allies by one square and is perfectly positioned to hit enemies in all other squares.
I don't mind the player taking time to count out "20" squares ahead in an attempt to gauge it...and using this method will make it too hard to tell if the sides of the area are in/out of range of other characters.
Is this a fair way to handle this?
I use template cutouts to measure the area of effect for spells. In an attempt to speed up player decisions and to make it less lame to me, I was thinking about making players quickly point at a square on the battlemat to tell me where they want to center there spell. Then they can grab the template cutout to measure the exact radius of squares that the spell targets.
We get into situations where a caster casts the spell and all the players each take turns repositioning the template cutout trying to find the best position for the spell so none of them get hit and more NPCs are targeted. That slows down the game and is also kind of silly to me to think that the caster is able to lay down a spell to the point where it misses allies by one square and is perfectly positioned to hit enemies in all other squares.
I don't mind the player taking time to count out "20" squares ahead in an attempt to gauge it...and using this method will make it too hard to tell if the sides of the area are in/out of range of other characters.
Is this a fair way to handle this?