poor rational for "updating" Magic Missile?

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Dungeons are not, sadly

Hexes+Right Angles = messy.

And don't say 'But you can' cause whatever you do... it's still messy. I like my walls straight, not with strange nooks that make you impossible to flank by creatures that are diametricly opposite to each other around you.

I like my diagonal corridors curvy, not with strange nooks that make you impossible to flank by creatures that are diametrically opposite to each other around you.


We solved all of the hex problems decades ago for any shape or size area.

WotC introduced the concept of "almost all dungeons have right angles to them and north/south east/west dimenions completely divisible by 5 feet" and a large chunk of the D&D gaming community bought it hook, line, and sinker for the most part.

Squares in 4E still have buggy problems. For example, if a medium sized creature is flanked diagonally, he can shift 5 feet and be 5 feet away from the foes, allowing him to range atack either of them.

If he is flanked north/south or east/west and shifts 5 feet away from the foes, then he cannot use a ranged attack without provoking an opportunity attack from one foe or the other or both.


Hexes are vastly superior, you just have to get people past the small learning curve on how to use them correctly (regardless of shape or size of the room). Once you do that, Fireballs appear to be spherical again and diagonal movement across a room is back to being more movement than north/south, or east/west, and would assist with the Defender concept of defending easier.

WotC would be smart to have optional hex rules. There are some players out there still bothered by the movement and area rules of 4E that might play the game with hexes. That might not be you, but I've played with a lot of people with hexes over the years in a wide variety of games where it quickly becomes second nature.
 

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One must wonder whether this means that Fireball might see a similar "effort to restore the power to its classical form".

After all, Fireball was THE iconic wizard spell, above all others. In 4e it is a paltry mess, inferior in pretty much every way to stinking cloud. Stinking cloud! I ask you!

Lets see Fireball restored to its classical form, thats what I say!

Ah, but which classical form? I'm not sure 4e is ready for 'blast-back' area calculations resulting from dropping a Fireball in a narrow corridor.
 

Ah, but which classical form? I'm not sure 4e is ready for 'blast-back' area calculations resulting from dropping a Fireball in a narrow corridor.
A classical form that deals significant damage for the first half of a PC's carreer - in 4e; the equivalent of remaining relevant in levels 5-15. A bump to 5d6 might do it. That would make it weaker than the Sorcerer's Sun's Illumination Power (which deals comparable damage thanks to the sorcerer's class feature but has a more useful damage type and a nice effect), but with a huge (but ally-inclusive) area...
 

WotC introduced the concept of "almost all dungeons have right angles to them and north/south east/west dimenions completely divisible by 5 feet" and a large chunk of the D&D gaming community bought it hook, line, and sinker for the most part.

Actually, classic architecture brought the 'right angles' aspect, simply due to squares and right angles being the best and most efficient use of space.

Can't blame something on D&D that was old when Khufu made his pyramids that way.
 


Well, I do feel that fireball is currently a fair weak spell, so I see little harm in making it auto-hit as well.

Auto-hit AoE blast eh

Dragon Sorcerer

+

Arcane Initiate

+

Adept Power

=

Burst 3 unavoidable massive damage.

....

When you have the Arcane keyword and an Effect line with a damage roll on it, you have the potential for abuse.
 

Well, I do feel that fireball is currently a fair weak spell, so I see little harm in making it auto-hit as well.

It has a miss effect so techinically it does do auto-hit to anything but a minion. It probably just needs a little damage boost. I'd be down with a 5d6 +Int damage.

Does anyone think that the update in October will change more than just Wizard encounter powers? I'm wondering if we will see alot of revision with other portions of the PHB.
 

Actually, classic architecture brought the 'right angles' aspect, simply due to squares and right angles being the best and most efficient use of space.

Can't blame something on D&D that was old when Khufu made his pyramids that way.

True.

But how many caves and swamps have classic architecture?

How much did Khufu's pyramid follow the "divisible by 5" model? For that matter, how many streets in the world follow the "divisible by 5" model?

In their attempt to simplify things, they actually made many things less plausible. There's nothing wrong with throwing a grid over the environment and having edges that don't meet, but it's to the point that one cannot even have a diagonal corridor anymore because there are no rules for when the grid does not match the corridor.
 

Actually, classic architecture brought the 'right angles' aspect, simply due to squares and right angles being the best and most efficient use of space.

Can't blame something on D&D that was old when Khufu made his pyramids that way.

I've been making my dungeons pretty much right angles and divisible by 5 since my early basic D&D days...

Explaining anything else to the party mapper was an exercise in insanity.
 

True.

But how many caves and swamps have classic architecture?

How much did Khufu's pyramid follow the "divisible by 5" model? For that matter, how many streets in the world follow the "divisible by 5" model?

In their attempt to simplify things, they actually made many things less plausible. There's nothing wrong with throwing a grid over the environment and having edges that don't meet, but it's to the point that one cannot even have a diagonal corridor anymore because there are no rules for when the grid does not match the corridor.

Oddly I have several diagonal dungeon tile corridors, they seem to work fine to me.
 

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