der_kluge
Adventurer
According to the Sage at GenCon a few years back, pinpointing spells like fireball with precision accuracy was certainly within the rules, but the DM could do the same thing.
If you don't like that, Weird Wars d20 (I think that's the name) has an interesting mechanic for grenades.
Basically, you roll to hit, and then if you miss, you roll a 1d12. The d12 in this case acts like clock directions to determine where the grenade went. If you roll a 6, it came up short, if you rolled a 12, it went long. Sometimes, you might miss, and end up getting it where you wanted anyway.
You could do the same basic thing with fireballs. Ranged touch attack, then d12 if you miss. There was some mechanic to determine how many feet off you were. Like 1d4*5 or 2d4*5 feet to determine how far off. Not too terribly difficult.
If you don't like that, Weird Wars d20 (I think that's the name) has an interesting mechanic for grenades.
Basically, you roll to hit, and then if you miss, you roll a 1d12. The d12 in this case acts like clock directions to determine where the grenade went. If you roll a 6, it came up short, if you rolled a 12, it went long. Sometimes, you might miss, and end up getting it where you wanted anyway.
You could do the same basic thing with fireballs. Ranged touch attack, then d12 if you miss. There was some mechanic to determine how many feet off you were. Like 1d4*5 or 2d4*5 feet to determine how far off. Not too terribly difficult.