How is that?Style A makes more sense particularly when all creatures have different HD.
If you check all orcs at once then you get this oddball scenario where on orc in the back fails a save but has no idea if it should sleep or not until it finds out what the guys ahead of him did. Either way, Style A strikes me a decidedly nonsensical.
I had a detailed post and the f'in board ate it.Lots of things will seem nonsensical if you persist in rationalizing them from the POV of "reality" instead of simply applying them as game mechanics.
You've got bigger problems than this if your litmus test for nonsensical rules is how much sense they make from the point of view of the creatures in the game.
Roll saves for all creatures in the area of effect (just as you would for fireball or any other unlimited AoE spell). Then segregate the subset of failures. Among the subset of failures, creatures with the fewest HD are affected first. Among creatures with equal HD, those who are closest to the spell’s point of origin are affected first. Up to the limit of HD limited AoE spells.
See, that has the Shrodinger's cat thing going. You have creatures that are affected and fail their save, and yet they don't know if they fall asleep or not because they need to find out which other creatures did or did not make their save.Roll saves for all creatures in the area of effect (just as you would for fireball or any other unlimited AoE spell). Then segregate the subset of failures. Among the subset of failures, creatures with the fewest HD are affected first. Among creatures with equal HD, those who are closest to the spell’s point of origin are affected first. Up to the limit of HD limited AoE spells.
See, that has the Shrodinger's cat thing going. You have creatures that are affected and fail their save, and yet they don't know if they fall asleep or not because they need to find out which other creatures did or did not make their save.
I just don't see this as one that is hard to model.
I just don't see this as one that is hard to model. Sleep has a maximum AoE, in this case it simply may not move further than 10 feet from the caster. Beyond that it runs out of potency. So any creature beyond that is safe. However, it also has a maximum amount of power available. One unit of power is absorbed by each HD of the first creature it finds. Whatever power is left moves to the next nearest creature, which also absorbs one unit per HD. This continues until the AoE is used up or the 4 units of power are used up. Once this is resolved any creature except the last one (which might also be the first one) must save or avoid sleep. The last one determines if the amount of power was equal to its HD or not and only saves if it was.
Creatures within 10 feet of the caster but further away than the last creature above are unaffected because the spell ran out of power before it ever got to them.
Once you accept the idea of magical sleep, there is no nonsense is this model.
But that again is not a Scrodinger's Cat.So the undead 60 feet away "don't know" if they are actually turned or not until after the turning damage is applied to the closest undead.
I think the fundamental difference between your approach and mine is that you have, as a goal, a verisimilitude model; and I have, as a goal, a "limited AoE" model.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.