Because (sticking with the 2024 DMG rule of half covered), you could cover the central 4, then half cover the squares above, below, and to each side of those 4, but the 4 corners are only 25% covered.
I don't understand, where is the caster from which Thunderwave originate from in this drawing? To my understanding, since the point of origin is located anywhere on a face of the Cube, it can either be the corner or anywhere on the Cube X or Y axis.
Area of Effect: An area of effect must be translated onto squares or hexes to determine which potential targets are in the area. If the area has a point of origin, choose an intersection of squares or hexes to be the point of origin, then follow its rules as normal. If an area of effect covers at least half a square or hex, the entire square or hex is affected.
I mentioned this before, but you can put the origin on the bottom, 2.5’ in on each side. That point goes on the intersection of squares on the grid. Then if you were in the corner square, and assuming the half-covered rule, your square wouldn’t be affected, since it is 1/4 covered.
But that is not snap to grid i was talking about though. Sure if you don't snap to grid, you can place an area of effect in all different manner to it cover more squares than what it represent.
I don't understand, where is the caster from which Thunderwave originate from in this drawing? To my understanding, since the point of origin is located anywhere on a face of the Cube, it can either be the corner or anywhere on the Cube X or Y axis.
Area of Effect: An area of effect must be translated onto squares or hexes to determine which potential targets are in the area. If the area has a point of origin, choose an intersection of squares or hexes to be the point of origin, then follow its rules as normal. If an area of effect covers at least half a square or hex, the entire square or hex is affected.
I'm not 100% sure, but I think Pantagruel666's first drawing is like the third one in this picture I made (the caster is the blue circle):
The thing here is the point of origin for Thunderwave is a creature (EDIT: the caster), that creature occupies the entire square, and the range is calculated from the edge of its tile outwards, so I cannot see how the Pantagruel666's second drawing is possible.
EDIT#2: just to clarify, in my games I don't allow the third option I drew.
The thing here is the point of origin for Thunderwave is a creature, that creature occupies the entire square, and the range is calculated from the edge of its tile outwards, so I cannot see how the Pantagruel666's second drawing is possible.
It probably isn't if you require an origin at an intersection, though you get a very similar pattern if you just have the cube be at a diagonal (rotate cube 45 degrees, put center of one side on an intersection).
Something like this? Mr. Michelangelo to the rescue!
Close. Need to move the square closer so the edge of the square is on the intersection next to the dot, rather than slightly displaced, as currently it's only hitting 10 squares.
I don't understand, where is the caster from which Thunderwave originate from in this drawing? To my understanding, since the point of origin is located anywhere on a face of the Cube, it can either be the corner or anywhere on the Cube X or Y axis.
Area of Effect: An area of effect must be translated onto squares or hexes to determine which potential targets are in the area. If the area has a point of origin, choose an intersection of squares or hexes to be the point of origin, then follow its rules as normal. If an area of effect covers at least half a square or hex, the entire square or hex is affected.
I'm not 100% sure, but I think Pantagruel666's first drawing is like the third one in this picture I made (the caster is the blue circle):
The thing here is the point of origin for Thunderwave is a creature (EDIT: the caster), that creature occupies the entire square, and the range is calculated from the edge of its tile outwards, so I cannot see how the Pantagruel666's second drawing is possible.
EDIT#2: just to clarify, in my games I don't allow the third option I drew.
Interesting. By default I interpreted the spell to mean #2 in all cases.
Rollback Post to RevisionRollBack
"Sooner or later, your Players are going to smash your railroad into a sandbox."
-Vedexent
"real life is a super high CR."
-OboeLauren
"............anybody got any potatoes? We could drop a potato in each hole an' see which ones get viciously mauled by horrible monsters?"
See how we just spent a page of posts on thunderwave? Now multiply that by every area spell cast in your game.
This is why I have CoD snap to the grid and affect one square. Because not doing that opens a Pandora's Box where every spell is shifted and nudged and placed just so to hit an extra guy.
If both sides use the same rules, it's a wash anyway. So why wouldn't you do the simpler thing and keep your games moving?
Close. Need to move the square closer so the edge of the square is on the intersection next to the dot, rather than slightly displaced, as currently it's only hitting 10 squares.
Let me try one more time:
Rollback Post to RevisionRollBack
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How 4 x 4 area not 16 squares?
Because (sticking with the 2024 DMG rule of half covered), you could cover the central 4, then half cover the squares above, below, and to each side of those 4, but the 4 corners are only 25% covered.
Could you draw a picture please?
"Sooner or later, your Players are going to smash your railroad into a sandbox."
-Vedexent
"real life is a super high CR."
-OboeLauren
"............anybody got any potatoes? We could drop a potato in each hole an' see which ones get viciously mauled by horrible monsters?"
-Ilyara Thundertale
I don't have super good 'embed an image' tools, but using some text art:
I don't understand, where is the caster from which Thunderwave originate from in this drawing? To my understanding, since the point of origin is located anywhere on a face of the Cube, it can either be the corner or anywhere on the Cube X or Y axis.
I mentioned this before, but you can put the origin on the bottom, 2.5’ in on each side. That point goes on the intersection of squares on the grid. Then if you were in the corner square, and assuming the half-covered rule, your square wouldn’t be affected, since it is 1/4 covered.
But that is not snap to grid i was talking about though. Sure if you don't snap to grid, you can place an area of effect in all different manner to it cover more squares than what it represent.
I'm not 100% sure, but I think Pantagruel666's first drawing is like the third one in this picture I made (the caster is the blue circle):
The thing here is the point of origin for Thunderwave is a creature (EDIT: the caster), that creature occupies the entire square, and the range is calculated from the edge of its tile outwards, so I cannot see how the Pantagruel666's second drawing is possible.
EDIT#2: just to clarify, in my games I don't allow the third option I drew.
It probably isn't if you require an origin at an intersection, though you get a very similar pattern if you just have the cube be at a diagonal (rotate cube 45 degrees, put center of one side on an intersection).
Something like this? Mr. Michelangelo to the rescue!
Close. Need to move the square closer so the edge of the square is on the intersection next to the dot, rather than slightly displaced, as currently it's only hitting 10 squares.
Interesting. By default I interpreted the spell to mean #2 in all cases.
"Sooner or later, your Players are going to smash your railroad into a sandbox."
-Vedexent
"real life is a super high CR."
-OboeLauren
"............anybody got any potatoes? We could drop a potato in each hole an' see which ones get viciously mauled by horrible monsters?"
-Ilyara Thundertale
The trouble is there are plenty of ways to interpret it, and at least a few of them are rules supported.
See how we just spent a page of posts on thunderwave? Now multiply that by every area spell cast in your game.
This is why I have CoD snap to the grid and affect one square. Because not doing that opens a Pandora's Box where every spell is shifted and nudged and placed just so to hit an extra guy.
If both sides use the same rules, it's a wash anyway. So why wouldn't you do the simpler thing and keep your games moving?
My homebrew subclasses (full list here)
(Artificer) Swordmage | Glasswright | (Barbarian) Path of the Savage Embrace
(Bard) College of Dance | (Fighter) Warlord | Cannoneer
(Monk) Way of the Elements | (Ranger) Blade Dancer
(Rogue) DaggerMaster | Inquisitor | (Sorcerer) Riftwalker | Spellfist
(Warlock) The Swarm
Let me try one more time: