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Rotating area bursts to be off-grid
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<blockquote data-quote="Shin Okada" data-source="post: 5325099" data-attributes="member: 1956"><p>Hmm. Rotating? For example, usually, burst 1 is like this.</p><p></p><p><img src="http://asobinin.org/burst1/burst1normal.jpg" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></p><p></p><p>If you rotate this area by 45 degree, which squares should be included?</p><p></p><p><img src="http://asobinin.org/burst1/burst1_45.jpg" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></p><p></p><p>And if you rotate the area by 60 degree?</p><p></p><p><img src="http://asobinin.org/burst1/burst1_60.jpg" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></p><p></p><p>At this moment I cant think of any simple and smart solution.</p><p></p><p>Other than actually rotating the current area, I can think of 2 possible solutions.</p><p></p><p>One is to use hex map instead of grids. It will work fine for representing areas centered on an origin hex. But you may be have some trouble resolving flanking and such. Also, hex map does not help you much when a combat involves 3D.</p><p></p><p>Another is to use older 3.5e-type area template. Basically, 3.5e spell area rule uses a crossing point of the grids, instead of one square, as the origin of an area. So you would better use Space and Reach template in 3.5e DMG P.308-309 instead. This gives you somewhat circle-like areas. I guess it may work. But there is a reason why 4e did not adopted that. You must make templates for each size of areas. Also, you must use different template when the user of burst X power has bigger space (large or larger creature).</p></blockquote><p></p>
[QUOTE="Shin Okada, post: 5325099, member: 1956"] Hmm. Rotating? For example, usually, burst 1 is like this. [IMG]http://asobinin.org/burst1/burst1normal.jpg[/IMG] If you rotate this area by 45 degree, which squares should be included? [IMG]http://asobinin.org/burst1/burst1_45.jpg[/IMG] And if you rotate the area by 60 degree? [IMG]http://asobinin.org/burst1/burst1_60.jpg[/IMG] At this moment I cant think of any simple and smart solution. Other than actually rotating the current area, I can think of 2 possible solutions. One is to use hex map instead of grids. It will work fine for representing areas centered on an origin hex. But you may be have some trouble resolving flanking and such. Also, hex map does not help you much when a combat involves 3D. Another is to use older 3.5e-type area template. Basically, 3.5e spell area rule uses a crossing point of the grids, instead of one square, as the origin of an area. So you would better use Space and Reach template in 3.5e DMG P.308-309 instead. This gives you somewhat circle-like areas. I guess it may work. But there is a reason why 4e did not adopted that. You must make templates for each size of areas. Also, you must use different template when the user of burst X power has bigger space (large or larger creature). [/QUOTE]
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Rotating area bursts to be off-grid
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