targetting and LOS
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"No, no, I'm not shooting at the bat. I'm aiming at the tree behind it. Before you tell me the AC of the tree, let's see if I make the roll to miss the bat."Leave a comment:
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AD&D (d20, new version) I think, has a detailed method dealing with LOS and targeting enemies with partial cover. I'm not very familiar with it, but I think it's similar to what's being proposed here. Something like if the center of the players grid can 'see' any portion of the enemies grid (or vice-versa).
I presume hat this method has already been extensively tested and works well.
I'm just throwing it out there. Please don't hurt me.Leave a comment:
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This proposal is good--in particular it addresses some annoying inconsistencies with the current treatment of passwall.
Also, I assume your LOS would be symmetric. I consider that one of the most sorely-needed features.Leave a comment:
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I like that idea.
(wanted to just thumbs up the idea without having to leave a message with four words because I don't really have anything to add..)Leave a comment:
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This all looks very good.Leave a comment:
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targetting and LOS
I think there is a fairly clean way to approach targeting and LOS. It requires a single change in viewpoint, but then everything flows.
Currently, walls are considered to take up entire spaces. If you change that
perspective so that walls in a corridor only extend halfway everything becomes easy. Define two squares to be visible with respect to each other if the line connecting their centers does not pass through a wall. Consider a passwall monster in a wall to be centered at the center, but partially extending outward if the wall is adjacent to a non-wall. After all, at a minimum the mouth has to be outside the wall if it can breathe at you.
Then for anything like
################D
@
the @ and D have LOS on each other, even if the D is an ethereal dragon in a wall.
The boundary case is
##D
##
@
and it could go either way without any particular benefits or disadvantages I can see. Probably it is better to say not visible.
IMO it is absolutely vital for
#m
#
@#
to be a case where the @ can see the death mold. Also, the player is allowed to move diagonally which does not make sense if the walls completely fill the #s and thus would touch. Once you accept these points, I think the argument proceeds in a straightforward manner to the interpretation I give above.
Even if you don't like the interpretation, it leads to a clean model with good gameplay properties, and that is the important thing.Tags: None
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