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Community
General Tabletop Discussion
*Dungeons & Dragons
Rulings, Not Rules vs Cool spell usage
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<blockquote data-quote="Rod Staffwand" data-source="post: 6429553" data-attributes="member: 6776279"><p>Flaming sphere is another case of lame 5E spell text. It completely ignores what happens if someone moves into or through the flaming sphere's space--a very common situation given the function of the spell.</p><p></p><p>If one goes by a strict reading of the spell, you don't take damage unless you end your turn within 5 feet of it (including right on top of it). Common sense would indicate some damage, though. So I'd just have anyone moving through the flaming sphere take 2d6 damage, half on a save as if they had been rammed by it or ended their turn near it. I would only do this for moving through the sphere. If it's in the center of a 10 foot wide corridor, Medium sized creatures would be able to skirt the sides for no damage as long as they didn't end their turn next to it.</p><p></p><p>I'd also allow a Dex check instead to avoid damage completely (or 2d6 on a fail) if there was enough room to vault over it since I'd do this for any sort of hazard. </p><p></p><p>The ramming opponents text indicates that the sphere has some "weight" to it, but there's nothing to say that it forms a physical barrier that cannot be moved through. Making the flaming sphere physical opens up a huge can of worms that's best left closed: What happens if you roll it over a prone opponent? Couldn't you create it 60 feet in the air and drop it on someone for extra "falling fire!" damage? Can you use it to stand on to get that book off a top shelf? </p><p></p><p>Of course, all of this analysis would be avoided with a couple of extra lines explaining how the flaming sphere actually works.</p></blockquote><p></p>
[QUOTE="Rod Staffwand, post: 6429553, member: 6776279"] Flaming sphere is another case of lame 5E spell text. It completely ignores what happens if someone moves into or through the flaming sphere's space--a very common situation given the function of the spell. If one goes by a strict reading of the spell, you don't take damage unless you end your turn within 5 feet of it (including right on top of it). Common sense would indicate some damage, though. So I'd just have anyone moving through the flaming sphere take 2d6 damage, half on a save as if they had been rammed by it or ended their turn near it. I would only do this for moving through the sphere. If it's in the center of a 10 foot wide corridor, Medium sized creatures would be able to skirt the sides for no damage as long as they didn't end their turn next to it. I'd also allow a Dex check instead to avoid damage completely (or 2d6 on a fail) if there was enough room to vault over it since I'd do this for any sort of hazard. The ramming opponents text indicates that the sphere has some "weight" to it, but there's nothing to say that it forms a physical barrier that cannot be moved through. Making the flaming sphere physical opens up a huge can of worms that's best left closed: What happens if you roll it over a prone opponent? Couldn't you create it 60 feet in the air and drop it on someone for extra "falling fire!" damage? Can you use it to stand on to get that book off a top shelf? Of course, all of this analysis would be avoided with a couple of extra lines explaining how the flaming sphere actually works. [/QUOTE]
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Rulings, Not Rules vs Cool spell usage
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