Onan wrote:I guess "does not count as a move" means that it does not cost movement points (like e.g. in Descent). I would say that the rule "You can open a door by moving onto the square in front of it." allows opening the door without moving through. I would say the rule was in, but it was removed after some playtests, because people didn't follow this rule instinctively. But you can still "feel" this rule in the 1st edition rulebook.
I agree that the wording clarifies that opening a door does not cost movement points, but why is that clarification needed, lots of things in HQ don't cost a point of movement, opening doors, opening chests, looking, searching, casting spells, attacking, in fact pretty much everything apart from moving from one square to another, doesn't cost a movement point, so why is clarification needed here on this point specifically? Is it because opening a door includes automatic movement into the room or passage behind the door, which you might reasonably expect costs you a point of movement, but the rule is included to clarify that it doesn't (presumably to avoid the situation where you open a door with no movement points remaining).
I don't see any distinction between any of the following statements "you can open a door by moving onto the square in front of it", "you can open a chest by moving onto the square in front of it", "you can attack a monster by moving onto a square next to it", "you can disarm a trap by moving onto the trigger square", all of them explain the position that you need to be in so that you can carry out the activity, but none of them explain how the activity, opening a door, opening a chest, attacking a monster, disarming a trap takes place so I'm certainly wouldn't read that line as instructions on how opening a door works, just the position you need to be in for it to happen (and I assume that the original designers would agree with that statement, otherwise why would there be a whole section on how "opening a door" works, if only that single line "You can open a door by moving onto the square in front of it" was sufficient.
As I said previously, that rule is present in both 1st and 2nd edition, so I'm confused when you keep mentioning that it was removed, but you can still feel it in the 1st edition, it is present in both (unless you think it isn't present at all, in which case it is absent in both, either way it wasn't removed)!
Onan wrote:No, but both rules don't meet my players' expectations.
Understood but your players expectations have been set by your own previous interpretations of the rules, so that is circular logic.
So my experiment of playing strictly by the rules (as they could be interpreted) failed because of the inconsistencies between opening a door and reaching a junction.
It sounds like your players have picked up on the inconsistency created by your choice of interpretation (a) for Q1 and interpretation (b) for Q2. These inconsistencies disappear if you choose either;
+ Interpretation (b) for Q1 and interpretation (a) for Q2
Or
+ Interpretation (c) for Q1 and interpretation (a) for Q2
So why choose an interpretation that creates an inconsistency?
Onan wrote:In fact I use "place when they step up to the junction", so in 1-square corridors the effect doesn't happen. This situation is also very rare in the quest books. Here is maybe the most extreme example:
The Great CitadelI would reveal the whole army when a hero steps on B. With "place only when entering a new passage rule" you would reveal all when they reach C, which feels strange. With LOS you would reveal the left Fimir when they reach A, the right Fimir and the lower left Orc when they reach B, and the rest when they reach C. This reminds me of old computer games where you could trigger enemies one by one by carefully stepping forward. It feels like a hack from the players. At least in this case you could say that the army is looking towards the exit gate and only the rearguard reacts to the players.
Again, choosing interpretation (a) for Q1 and interpretation (b) for Q2, creates an inconsistency between the visibility (placement) and visibility (targeting) rules. If you use interpretation (a) for Q2 then it works exactly as you have described with A-B-C. For me personally I would rather an interpretation that feels like an old computer game, than one that introduces inconsistencies between the rules that players can detect (even young players who may not be able to explain the inconsistency but they feel it)
Onan wrote:With "place only when entering a new passage rule" you would reveal all when they reach C, which feels strange.
And yet that is exactly your choice of interpretation (b) for Q2.
Q2: How to handle visibility / placement around passage corners?
b) Only place on the board once the character has moved onto the first square of the passageOnan wrote:Parzival wrote:I think it’s rather obvious that general ability to see something is not the same as Line of Sight, which is the ability to target someone for a missile attack or spell. After all, it’s quite clear in every rulebook that while you can’t target a monster (or hero) if another monster or hero is directly between you and the intended target, you can still see that same monster to know it is present and where it is located.
I agree. According to the rules you need either have LOS or be in the same room and ignore LOS. So "seeing", LOS and targeting are 3 different things.
As I said previously that original statement is not correct, you CAN target a monster if another figure is directly between you and the intended target, in both 1st and 2nd edition,
provided that you are all in the same roomThat aside, under the 1st edition, there is one "concept"
+ Visibility (placement + targeting): in same room = always visible, not in same room = use LOS (blocked by figures) to determine visibility
Under the 2nd edition, there are two "concepts"
+ Visibility (placement): in same room = always placed, not in same room = use LOS (ignore figures) to determine placement
+ Visibility (targeting): in same room = always targetable, not in same room = use LOS (blocked by figures) to determine targetability
In neither edition are there 3 different things, "seeing", LOS and targeting. It would be good to clear this one up, particularly under the 2nd edition, for my clarification document as I really don't understand how there can be "3 different things: seeing, LOS and targeting" when there are two different LOS rules, one for "seeing" (placement) and one for "targeting".
Onan wrote:Here we have another inconsitency that my group doesn't like. The "cells" are smaller than the 2-square corridors, but they are rooms and allow targeting all in the same room, but in the 2-square passage you are supposed to draw an invisible line.
This one I agree with you on, but this is a case when the rules are clear in both the 1st and 2nd edition, but you don't like them (and I agree) so this is an area to consider applying house rules, but it isn't a case of lack of clarity in the official rules.
Parzival wrote:Seriously, without the exact wording of 1st and 2nd editions, I admit I can’t compare. I’m working from what the reproduction rules state (2021, 2024)… where I note that the previously discussed diagram is also included, showing a line that clearly passes through a square containing a miniature, but is not considered blocked!
What does this mean? Well, that centers of a square are the actual blocking line for both visibility and line of sight. Simply being occupied by a thing isn’t enough. If the line doesn’t pass through the center of a square containing a figure, then the line of sight isn’t blocked! This can be argued as the fact that no figure truly fills the entire square they are located in; they are not solid blocks, or even blocks at all. Thus, they only truly block line of sight which passes through themselves— that is, the center of the square that the bulk of the hero/creature obviously fills. The edge of a square isn’t a block; the figure isn’t necessarily in that sliver of a space. Of course, a wall naturally fills the entire side of a square— it is a giant block; one can’t see or shoot through it, because wall.
Which is exactly what the 1st and 2nd rules present (at least as offered in this discussion).
I think you are making two different points in that text block.
One point is that figures block line of sight for both visibility (placement) and visibility (targeting) which is not correct under the 2nd edition, figures do NOT block visibility for placement but they DO block for visibility (targeting) - at least outside of the same room scenario.
The other point is a far more interesting one, for me at least, that you only need to consider the centre of a square occupied by a figure, when considering LOS (targeting). This is a really good point and may resolve some of the confusion around how the LOS (targeting) rule is actually supposed to work (although not the situations in which you apply it), both in terms of the wording and the diagram. I'll have to think about it a little more, but at first glance it appears to do the trick, and I would add to your reasoning that figures are treated differently than walls, blocked squares (or even certain types of furniture if you choose to apply that) is because figures are considered to be in motion whereas walls, blocked squares and so on are fixed.
Parzival wrote:The big “however” in all this is that the rules for revealing what is in a room actually have nothing to do with line of sight. Instead, the rules specifically state that when a hero looks through a door (essentially the same as opening it), then what is in a room must be placed by Zargon. Questions of LOS don’t apply to knowing what is in a room, except for very special circumstance defined for specific rooms in a specific quest. One can rationalize that however one likes, but the heroes immediately know what (and who) are in a room. Call it the gaze of an expert warrior, taking in the whole situation at a glance, or what-have-you, but he sees it all, even if he can’t shoot it all.
But that first sentence is a conclusion, not an argument, and it is a conclusion based on an argument using a rule from the 1990 remake, whereas I am first trying to understand the official rules in the original editions, before considering changes brought in under the later 1990 remake.
Parzival wrote:But this still works with the LOS diagram, as any line drawn to a square in a side passage from the corridor being “looked” down will naturally pass through a wall at some point. Thus the side passage (and what is in it) aren’t visible, and Zargon is not instructed to place those items which are down a side passage.
If the side passage (and what is in it) aren't visible, then why does the LOS diagram show that the Elf has a clear line of sight to the Orc diagonally to his top left, an Orc that if I understand your definition correctly is in a side passage relative to the passage that the Elf is in?
Surely visibility (placement)
when you are not in the same room uses LOS (without figures blocking), and visibility (targeting)
when you are not in the same room uses LOS (with figures blocking) so the Orc is visible to the Elf, is placed on the board, and can be targeted, hence a clear line of sight.
Parzival wrote:This is particularly supported in the rules by the statement: “… even if the line just touches a corner or a wall edge.” (2021, page 14.)
I don't agree that this statement supports your idea of the centre of a square occupied by a figure only counts towards blocking, as the statement that you quoted is explicitly around corners and wall edges, that said I don't think your idea needs further supporting, I think it is a very good one that warrants serious consideration in its own right!
I think, and I'll have to mull it over in my brain for a bit, that all of this has now crystalised my thinking around the original edition(s) and I'll put something together shortly and see where we stand on this topic, before those who wish to can continue the task of incorporating the 1990 remake aspects.