Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*TTRPGs General
What is *worldbuilding* for?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Lanefan" data-source="post: 7392579" data-attributes="member: 29398"><p>I guess I've just been doing this for so long it's become second nature for me. Once I know the "detonation" point I can usually pretty much eyeball the board (which is marked in 10' squares) and say right away who's in or out; and if there's one or more creatures close to the edge I'll get more finicky and if that doesn't help I'll leave it to the dice.</p><p></p><p>As for whether someone near the edge is in or out, I'll just give a big bonus on the saving throw and if the bonus gets you to 20+ then you were outside the area and take no damage. Obviously the same goes for the opponents. (your example reverses the mechanics, using the 4e method of attack for damage rather than defensive saving throws).</p><p></p><p>Never mind that the idea of only one human-sized bipedal creature being able to occupy a 5x5' space is itself kinda silly unless said person is waving a very large weapon around.</p><p></p><p>A complexity I don't mind.</p><p></p><p>The trick is not to remember it all, but to remember where to look it up when needed. And, over the years I've gone through and rewritten absolutely every spell in the game, and put them online so they're easy for us all to look up.</p><p></p><p>Shrug - to me, that's just how the game is played.</p><p></p><p>And when the outcome is possibly the difference between life and death for your PC, wouldn't you want to dive into the minutae and make sure things were done right? <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>I don't deny it helps with agency. On the contrary, I think it helps too much.</p><p></p><p>My point is simply that if the PCs aren't in a position to know all the consequences then the players shouldn't be either, and thus there'll sometimes be some agency they just have to do without.</p><p></p><p>Something basic like swinging a sword at a foe: yeah, the usual consequences are obvious - you're either going to hurt the foe, kill the foe, or do nothing to the foe. There's also possible unusual consequences - you might fumble and do something you didn't want to do, or you might hit the foe so hard your swing follows through into something else (a.k.a. Cleave in 3e), or you might diasrm the foe, or trip it, etc., depending on system.</p><p></p><p>But something basic like going left instead of right at an intersection - assuming no pre-scouting or other foreknowledge - the PCs have no way of knowing what consequences will arise from that decision, and thus neither should the players.</p><p></p><p>Yeah, don't get me started on falling damage; it's bugged me since day 1.</p><p></p><p>Ditto with whichever boneheaded edition it was that gave the spell <em>Reverse Gravity</em> a duration of 10 minutes. The idea, I'm sure, was that this would for 10 minutes just cause anyone entering the area (or the individual target, it's been done both ways) to crash to the ceiling. But what happens if it's cast outdoors where there is no ceiling? Think about it..... <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>A 10-minute upward "fall" doesn't quite put you into space, but you'll have long since suffocated by the time you come back down...and for the time you're falling upward you would always keep accelerating a bit, as terminal velocity is caused by air resistance which steadily decreases as you go higher. I really don't think they quite thought this one through...</p><p></p><p>None of it is perfect, but if you take an average you'll at least have a guideline to start from - which is indisputably better than nothing.</p><p></p><p>Again, I think you're being a bit pessimistic. I mean, I'm sure I've got it down at least past the 99.6% point... <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Lanefan</p></blockquote><p></p>
[QUOTE="Lanefan, post: 7392579, member: 29398"] I guess I've just been doing this for so long it's become second nature for me. Once I know the "detonation" point I can usually pretty much eyeball the board (which is marked in 10' squares) and say right away who's in or out; and if there's one or more creatures close to the edge I'll get more finicky and if that doesn't help I'll leave it to the dice. As for whether someone near the edge is in or out, I'll just give a big bonus on the saving throw and if the bonus gets you to 20+ then you were outside the area and take no damage. Obviously the same goes for the opponents. (your example reverses the mechanics, using the 4e method of attack for damage rather than defensive saving throws). Never mind that the idea of only one human-sized bipedal creature being able to occupy a 5x5' space is itself kinda silly unless said person is waving a very large weapon around. A complexity I don't mind. The trick is not to remember it all, but to remember where to look it up when needed. And, over the years I've gone through and rewritten absolutely every spell in the game, and put them online so they're easy for us all to look up. Shrug - to me, that's just how the game is played. And when the outcome is possibly the difference between life and death for your PC, wouldn't you want to dive into the minutae and make sure things were done right? :) I don't deny it helps with agency. On the contrary, I think it helps too much. My point is simply that if the PCs aren't in a position to know all the consequences then the players shouldn't be either, and thus there'll sometimes be some agency they just have to do without. Something basic like swinging a sword at a foe: yeah, the usual consequences are obvious - you're either going to hurt the foe, kill the foe, or do nothing to the foe. There's also possible unusual consequences - you might fumble and do something you didn't want to do, or you might hit the foe so hard your swing follows through into something else (a.k.a. Cleave in 3e), or you might diasrm the foe, or trip it, etc., depending on system. But something basic like going left instead of right at an intersection - assuming no pre-scouting or other foreknowledge - the PCs have no way of knowing what consequences will arise from that decision, and thus neither should the players. Yeah, don't get me started on falling damage; it's bugged me since day 1. Ditto with whichever boneheaded edition it was that gave the spell [I]Reverse Gravity[/I] a duration of 10 minutes. The idea, I'm sure, was that this would for 10 minutes just cause anyone entering the area (or the individual target, it's been done both ways) to crash to the ceiling. But what happens if it's cast outdoors where there is no ceiling? Think about it..... :) A 10-minute upward "fall" doesn't quite put you into space, but you'll have long since suffocated by the time you come back down...and for the time you're falling upward you would always keep accelerating a bit, as terminal velocity is caused by air resistance which steadily decreases as you go higher. I really don't think they quite thought this one through... None of it is perfect, but if you take an average you'll at least have a guideline to start from - which is indisputably better than nothing. Again, I think you're being a bit pessimistic. I mean, I'm sure I've got it down at least past the 99.6% point... :) Lanefan [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
What is *worldbuilding* for?
Top