Trail
Combat Encounters, Hit Mechanics The Developer Combat Encounters, Hit Mechanics The Developer

Trail

  • Trail Areas of Effect move at the discretion of the caster from one Tile to the next.

  • These Tiles must be Adjacent to each other.

  • Trail: 5 moves up to five Tiles in any direction.

  • Trail Areas of Effect do not stack their effects if they visit the same Tile multiple times in a single cast.

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Cube
Combat Encounters, Hit Mechanics The Developer Combat Encounters, Hit Mechanics The Developer

Cube

  • Cubes, Squares, and Rectangles are defined by Length, Width, and Height.

  • Cube Areas of Effect may be cast Adjacently by edge or corner.

  • Some Cube Areas of Effect may be cast centered on self. Within Reason.

  • Cube Areas of Effect that have a Range use the farthest edge or corner, meaning the AoE must fall entirely between your character and the maximum Range.

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Cone
Combat Encounters, Hit Mechanics The Developer Combat Encounters, Hit Mechanics The Developer

Cone

  • Cones travel outward from their Point of Origin to their Target Tile as a Line within Range.

  • Cone Effects have Reach Anchors. These Anchors designate a Tile within the Range then define the Cone Effect’s Reach from that Tile.

  • A Cone that does not travel its full Range still activates its final Reach Anchor, hitting all within the Anchor’s Reach, potentially including the caster.

  • A Reach Anchor’s Reach can not exceed the Range of the Cone.

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Rail
Combat Encounters, Hit Mechanics The Developer Combat Encounters, Hit Mechanics The Developer

Rail

  • Rail Area of Effects are a straight Line out to their Range.

  • Rail also affects any Targets within the Reach of the Line. IE:

    • Range: 6

    • Reach: 4

  • A Rail travels out Six Tiles, and any time a Target is within Four Tiles of that Line, The Rail Effect affects them.

  • A Rail Effect with Six Range and Four Reach has an effective range of Ten Tiles from Point of Origin to farthest possible point of affect.

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