Originally Posted by Varyon
Yeah, my thoughts were that the player didn't know the results of the rolls. Rather, if there were 5 targets in range, and the spell failed (either due to a failed Path roll or a successful resistance) against the third, in the "moves on to the next" case there would be rolls for the next two and, provided both succeeded at detecting them, the player would be told the locations of targets 1, 2, 4, and 5, with no mention of target 3; in the "fizzles" case, things would end there, and the player would only be told the locations of targets 1 and 2, with no mention made of any beyond that.
(Of course, this is a case where you'd want to use a dice-rolling app, random number table, etc - you don't very well want the player to notice you rolling your dice 10 times and then telling them about the four targets they noticed, as they may well realize those extra rolls mean there are one or two targets you failed to detect; similarly, in the "fizzle" case, if they hear 6 rolls and you tell them about two targets, they'll probably realize there's at least one more target behind those two, they one their spell fizzled against)
My concern here is that, while Range is more onerous, the difference in energy cost creates something of a perverse incentive for the player to use Range+Duration instead of Area Effect (possibly +Duration), particularly when Long Distance Modifiers are in play. Using Area Effect on a major city is an impressive feat - Chicago, IL would need around a 25 mile diameter. Away from my books, but I think Area Effect of 25 miles (~50,000 yards) would be around +52 to base energy (+48 if you use radius based on SSR, I can't recall which it uses), while a Range of 12.5 miles (or 25 miles for that matter) using Long Distance Modifiers (thanks to being an information spell) would only be around +5 to base energy. If it really only detects the first target, or if it fizzles out upon failure or being resisted, then Area Effect is potentially worthwhile for large areas. If I'm understanding your interpretation correctly, a character who is casting with effective skill 12 (ignoring the difficulty of gathering so much energy with such a low skill) would be paying an extra 47 energy just so they can detect 100% of those who fail their resistance rather than only ~74%; a character with effective skill 16+ would be paying the same to boost their ~98.5% success rate to 100%.
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