Mind lock pathfinder template5/26/2023 ![]() If you miss the target (whether aiming at a creature or a grid intersection), roll 1d8. (You can't target a grid intersection occupied by a creature, such as a Large or larger creature in this case, you're aiming at the creature.) However, if you target a grid intersection, creatures in all adjacent squares are dealt the splash damage, and the direct hit damage is not dealt to any creature. Treat this as a ranged attack against AC 5. You can instead target a specific grid intersection. A hit deals direct hit damage to the target, and splash damage to all creatures within 5 feet of the target. Thrown weapons require no weapon proficiency, so you don't take the -4 nonproficiency penalty. To attack with a splash weapon, make a ranged touch attack against the target. In its most recent 3.5e incarnation, it's written like this: House Rule Option 1: Grenade-Like Missilesīut to do this you need something that best as I can tell is missing in 5e, which is what previous editions call "grenade-like missile," "scatter diagram," or the "throw splash weapon." In 1e AD&D it was under Grenade-Like Missiles in the DMG (p.64) - you'd roll d8 for direction and d4 (short range) d6 (mid range) d8 (long range) for how far it landed from the target. Also, adding a little bit of randomness to magic makes it not so overwhelmingly better than the martial options - some of the martial/magic power differential comes from "I have to roll all the time" vs "I just do it", so by making your mages roll to do things you equalize the playing field a bit. is one of the best benefits of RPGs that many people seem to want to stomp out nowadays). Planning for the possibility of friendly fire makes for incorporation of real world techniques which is always desirable to me (learning about real world weapons, tactics, history, science, etc. I used this exact kind of house rule during all of my AD&D 2e days (a decade) and from time to time in 3e/Pathfinder days for the same reason adding some verisimilitude to combat - far from negating the need for tactics, it instead makes you have slightly better tactics because you aren't relying on things being exact (like artillery and infantry in the real world). I shall offer up real play experience and not pure opinion to demonstrate this. It has the desired effect of adding verisimilitude without "nerfing" or "ruining" anything. But I'm not sure how this would affect the game, and I'm looking for an expert solution.īoy, so many people lining up to tell you "don't do it that way it's badwrongfun!" I'll offer a differing perspective, which is yes, absolutely, use a house rule to this effect. ![]() If they center the fireball on a creature, then they do not need to do this. I was considering making a house rule that wizards who cast area of effect spells like fireball need to make a perception check if they are centering their fireball onto the middle of an open space to accurately place a fireball. ![]() I am looking for techniques or playtested house rules for adding in this kind of verisimilitude with area of effect spells. In my opinion, this lacks verisimilitude. A player who was attacked by 2 melee enemies in my game cast a fireball behind the enemies so that the enemies were hit in the explosion but he wasn't. ![]() It will hit enemies but amazingly the blast stops just in front of an ally's face. The player counts the squares on the grid to determine exactly where the fireball can hit and he knows the perfect way for the fireball AOE to take effect. The one thing that I hate is when sorcerers or wizards cast a fireball that perfectly hits enemies in the AOE. ![]()
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