Sunday, 11 July 2004

Aiming Fireballs

Another comment by Andreas was that a Wizard or other spellcaster should have to make some sort of attack roll to successfully target a fireball or similar spell. My comment at the time was that such an attack roll would remove the need for a saving throw from such spells, which would hurt rogues and the like.

I have since recalled that the rules for grenades in d20 Modern are almost exactly like those Andreas proposed, where the user of a grenade must make an attack roll to target the grenade, and victims receive saving throws for half damage (a fact that annoyed me to no end, since more than half the party had at least one level of Fast Hero to get the Evasion talent, but nevermind).

That being the case, I propose that the correct ruling would be exactly as expressed: In order to successfully target a spell whose area of effect is determined by pinpointing a grid intersection (so, fireball is included, but lightning bolt and magic missile are not - and I'm sure there's a more elegant way to express this notion, but I can't think what it is, but anyway, you get the idea) the character must make an attack roll against the grid intersection.

The AC of a grid intersection is 10. The attack roll is modified by -2 for every range increment between the wizard and the target point, determined by the range of the spell, as follows:

Short Range: Range increment is 10 feet.

Medium Range: Range increment is 40 feet.

Long range: Range increment is 100 feet.

If the attack roll hits, the spell affects the intended area. Otherwise, roll a d8 scatter dice, as for a grenade-like missile. On a roll of 1, the spell targets an intersection in a direct line further away from the wizard than intended. Other results cause the spell to move in a different direction, as per normal. The spell is centred on an intersection 1 square away from the intended target for every range increment between the wizard and the intended target.

For example, Luc wants to fireball some orcs who are 300 feet away. Because Marius has been good enough to get up close to the orcs, Luc has carefully calculated just the right spot to centre the fireball to hit them all, but miss Marius, a distance of 310 feet from the sorcerer.

Fireball has a range of Long, so 310 feet is 3 range increments away from Luc. To hit the desired spot, Luc must make an attack roll at a -6 penalty against an AC of 10 (alternatively, he must hit AC 16 - the math is the same).

If Luc hits, the fireball goes off as expected. If he misses, he must roll a scatter die. The fireball is then centred on an intersection 3 squares away from the intended target.

It is, of course, impossible to score a critical hit when aiming spells in this fashion.

The downside of this rule is that it slightly weakens spellcasters - suddenly their offensive spells are a lot less reliable. The upside is that I no longer need to get frustrated at players who take the token and work out the exact placement of the spell for absolute best effect, when their character couldn't possibly have that sort of perspective.

Anyway, that's that.

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