No.139 / 280Action & reflex · Combat & tactics

Area Attacks Hit Everyone

A fireball doesn't care whose side you're on, so clear your allies first.

Prototype complexity
Who plays
Solo decisions
Design focus
Spatial · Risk · Planning
Baldur’s Gate 3No.139Baldur’s Gate 3

01The core loop

Action → feedback → next choice
  1. 01Find a cluster
  2. 02Check ally positions
  3. 03Adjust position or angle
  4. 04Cast and live with it

↻Feedback changes the situation — the next round starts from there.

Walk through one round

A simplified design example. Situations and numbers illustrate the mechanic, not exact rules from a reference game.

  1. T1

    Turn 1 · The situation

    Four enemies surround your fighter; a fireball would hit all of them and the fighter for about 24 damage.

  2. T2

    Turn 2 · The player chooses

    The player spends the fighter's turn backing off, then casts.

  3. T3

    Turn 3 · The feedback

    The fireball hits three; the fourth followed the fighter out of range.

  4. T4

    Turn 4 · The next decision

    The player plans to root enemies in place next time before bombing.

How it plays

Area abilities hurt everyone inside, allies and summons included. Players must move teammates, shift the target point or settle for a smaller payoff. Some classes or perks let spells spare allies, making that an important upgrade.

What the player weighs

  • Maximize enemies hit vs. spare allies
  • Melee holds the line vs. leave room for the caster

02Start small

Quest · 0/3Prototype complexityCompact prototypeWho plays · Solo decisions

Scope is an editorial estimate for the minimum prototype, not the reference game or a production schedule.

03One mechanic, different implementations

Baldur’s Gate 3
B

Baldur’s Gate 3

P1

Fireball and similar spells hit allies in range, with affected units previewed; an Evocation wizard's Sculpt Spells protects allies.

Dragon Age: Origins
D

Dragon Age: Origins

P2

Friendly fire is tied to difficulty; as far as I recall, area spells hurt allies on higher settings but not on lower ones, so the same tactics carry very different risk.

The difference worth noticing

Baldur's Gate 3 mitigates friendly fire through class features; Dragon Age toggles it with difficulty.

Case notes are Yoroll editorial summaries; rules may change between versions.

04What could you combine?

Fusion · Original design proposal · not an existing feature
Area Attacks Hit EveryoneCombat & tactics+

Pair with reactive surfaces: a fireball igniting oil spreads over turns, so you must predict where the fire reaches and evacuate allies in time.

Prototype this combo in Yoroll

→Follow the next idea

Combat & tactics

Cover and Flanking

Cover keeps you safe until someone walks around it.

Prototype complexity
Who plays
Solo decisions
  1. 01Check where cover faces
  2. 02Move to a flanking angle
  3. 03Gain an accuracy bonus
  4. 04Guard against counter-flanks
XCOM 2 · Gears Tactics
Combat & tactics

Blow Up the Cover

If the enemy is well hidden, blow up the wall; the battlefield keeps changing.

Prototype complexity
Who plays
Solo decisions
  1. 01Find the cover they rely on
  2. 02Destroy it with explosives
  3. 03Enemy is exposed
  4. 04Follow up the attack
XCOM 2 · Frozen Synapse
Combat & tactics

Shove, Pull, Knock Back

Push enemies off ledges or into fire; position itself becomes the weapon.

Prototype complexity
Who plays
Solo decisions
  1. 01Find hazardous terrain
  2. 02Plan the push direction
  3. 03Shove or pull
  4. 04Hazard does the work
Into the Breach · Baldur’s Gate 3
yorollGAMEPLAY ATLAS

Good mechanics deserve a closer look. Good ideas deserve a next step.

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