View Full Version : New pointers shapes and targeting
Weissrolf
October 11th, 2020, 16:47
Hello.
Two questions concerning pointers in Unity:
- Can these be used for targeting (aka target everyone/enemies/friends) underneath?
- Will be get (optional) Pathfinder compatible pointers upon release instead of just the D&D compatible ones?
Zacchaeus
October 11th, 2020, 18:52
No, and I think the pointers are universal aren't they? I don't see that they're specific to any one rule system.
Weissrolf
October 11th, 2020, 18:56
Even in Classic pointers adhere to the rules of D&D, but not to the rules of Pathfinder. D&D area effects of same nominal size (like 20 ft) cover more squares compared to Pathfinder/Starfinder. PF/SF also keep the system of areas being grid-squares, which seems to be completely abandoned in Unity now (unless I missed an optional setting to switch that back)?!
Being able to target tokens underneath a pointer area would give those pointers much more meaning/function than being simple lines on the map. Whoever draws a 20 ft circle or 15 ft burst usually does so because they want to target something within it.
Kelrugem
October 11th, 2020, 19:44
Even in Classic pointers adhere to the rules of D&D, but not to the rules of Pathfinder. D&D area effects of same nominal size (like 20 ft) cover more squares compared to Pathfinder/Starfinder. PF/SF also keep the system of areas being grid-squares, which seems to be completely abandoned in Unity now (unless I missed an optional setting to switch that back)?!
Being able to target tokens underneath a pointer area would give those pointers much more meaning/function than being simple lines on the map. Whoever draws a 20 ft circle or 15 ft burst usually does so because they want to target something within it.
I do not understand; the targetting would be surely nice, but besides the cone angle I do not see why the pointers need to be adjusted? A circle is always a circle like that, and a square a square. Or do you mean the underlays of the pointers, also of reach? They are indeed often wrong, but the pointers do not have any grid underlay anymore in FGU (because it was buggy in FGC, too), so, I do not know what is so D&D about them :) (but correct reach underlays would be indeed very nice)
Weissrolf
October 11th, 2020, 21:49
I hoped for fixed grid underlay (including Pathfinder support) instead of getting rid of it entirely.
Kelrugem
October 11th, 2020, 22:12
I hoped for fixed grid underlay (including Pathfinder support) instead of getting rid of it entirely.
ah, that would be indeed nice, but I only heard of a generic underlay which underlays the whole area instead; but maybe the API is released for that at some point, to allow us to adjust it if needed :)
Weissrolf
October 12th, 2020, 10:15
Which means that we Pathfinder GMs have to use spell effect tokens on lower layers instead.
Kelrugem
October 12th, 2020, 16:26
Which means that we Pathfinder GMs have to use spell effect tokens on lower layers instead.
For every ruleset you'd need to use something like this when you really want a precise grid template (due to that there is no underlay) :) But a pointer is in my opinion quicker and easier; when a square is covered more than a half of its area then target it, or when it just enters that square etc. :) You may only have more efficiency with such templates at the boundary of the area, everything inside is easy to determine with a pointer :) (but yes, nice templates for area stuff would be very nice)
Weissrolf
October 14th, 2020, 08:45
The "square covered more than a half" rule is used in D&D, but Pathfinder/Starfinder uses areas effects that are *smaller* than what this rule produces.
Kelrugem
October 14th, 2020, 14:31
The "square covered more than a half" rule is used in D&D, but Pathfinder/Starfinder uses areas effects that are *smaller* than what this rule produces.
Yes, I know, I didn't say that it would not be nice to have templates :) (though the 10ft. range rule in PF1/3.5e rather adds more squares, the diagonals, so, it is bigger in that case :) )
But for simplicity and to be quicker I'd just take such a rule in order to quickly use pointers, until templates may be there :) Especially for big area effects it probably does often not matter what convention one has for the boundary
Zacchaeus
October 14th, 2020, 16:24
I'm reasonably sure that the pointers are built into CoreRPG and so are generic rather than ruleset specific. It sounds like pointers would need to be written for each ruleset if there are differences in the way they work. I've not looked at the specific 5e rules for this in a while but I just use the rule of thumb that if any part of a token is under the pointer then it can be targetted. I''m not too worried about working out if it is more or less than half a square. But I appreciate that not everyone has the same lassie faire attitude as me :)
Weissrolf
October 14th, 2020, 16:43
Some time ago I bought the DM Tools extension, which allows to use spell tokens from the action tab and target characters inside the token area. Unfortunately it is for D&D, but not Pathfinder. Meanwhile I do use area effect tokens, but without the nice convenience offered by DM Tools.
Zacchaeus
October 14th, 2020, 17:42
Some time ago I bought the DM Tools extension, which allows to use spell tokens from the action tab and target characters inside the token area. Unfortunately it is for D&D, but not Pathfinder. Meanwhile I do use area effect tokens, but without the nice convenience offered by DM Tools.
I use spell images in Unity on another layer for some spells that have a persistent nature. This is handier than tracking a pointer to be sure. I think I got those images (actually I believe they are tokens but I converted them to images) also from the DMsGuild a long time ago but never found a use for them in Classic.
Powered by vBulletin® Version 4.2.1 Copyright © 2026 vBulletin Solutions, Inc. All rights reserved.