See post #179. My issue with the AD&D fireball is more of an immersion/simulation one.the description for the spell itself is not so bad
"A fireball is an explosive burst of flame, which detonates with a low roar, and delivers damage proportionate to the level of the magic-user who cast it, i.e. 1 six-sided die (d6) for each level of experience of the spell caster."
It just has much too much going on (if cast from a staff then this, if from a scroll then that, and here's another 10 lines of details for some rare cases that might come up)
Other than the nod to AD&D (“(it) blossoms with a low roar into an explosion of flame”), they seem mostly the same to me. I’d include 5e along with B/X (and OD&D, PF2, and 4e as well as Goblin Slayer TRPG), so it functionally does what I’d like (even if it doesn’t have my preferred presentation).I like the 5e description best, I want it short but evocative. Doesn't mean it would not be improved by separating the mechanics from the flavor text and have them in a separate line.
I’m not sure how I feel about these kinds of abstractions. I’ve played games with the and had, but I also like it when space and distance are handled concretely. That’s what my homebrew system does. I might internally have certain common range bands for effects, but they’re going to be presented in meters.And while we are at it, I want theatre of the mind support the way 13th Age has it (not saying it has to be identical, just that it should have similar support for it)
"1d3 nearby enemies in a group. If you cast recklessly, you can target 1d3 additional enemies, but then your allies engaged with any of the targets may also take damage (see below)."
with 'below' being
"Hit: 10d10 fire damage. Miss: Half damage. Reckless miss: Your allies engaged with the target take one fourth damage"