Bareheaded Warrior wrote::?
I think this is one of those things that if we were all sat together around a board and discussing it then we would have understood one another and either agreed or disagreed in about 5 minutes. Sadly this communication through typing isn't perfect, but I'm sure if I can try and clarify a little further and you can be patient with me then we'll get there step by step!
My assumption (which I accept may not be correct) is that the two rules below are the rules around line of sight / targeting for spells and missile fire respectively. The other rules that we were discussing earlier are around visibility and the placing or not placing of miniatures (and presumably furniture) which I agree are two separate and distinct concepts.
So my first question is, do you agree that the two rules below are the rules around line of sight / targeting for spells and missile fire respectively and are nothing to do with visibility relating to the EWPs placing of monsters (and furniture)? Yes / No (if 'No' then what do you think these rules refer to?)
Casting a Spell
Spells can be cast at monsters or characters provided they are visible to the spell-caster. Miniatures in the same room are always visible. Miniatures in passages or in different rooms are only visible if you can trace an unobstructed straight line between the two miniatures. If the line passes through a wall or a closed door or another miniature, then the miniature is not visible.
Missile Fire
Your opponent must be visible, as with casting a spell. There is no maximum range for firing the crossbow or throwing a weapon. However, you may not use the crossbow or throw a weapon if you are adjacent to your opponent.
I see what you're saying regarding casting a spell—I'd missed that. And yeah, I think we'd have sorted it in five minutes if we were in the same room. I think I agree with your suggested change.
At the risk of being
again, certain games precalculate something called PVS, for "potentially viewable set". The idea is that your poor, overworked, second-hand graphics card that probably spent an earlier lifetime slaving away to mine crypto might not be able to handle drawing the game's entire level and everything in it. (For the one person reading who knows better, yes, I'm oversimplifying.)
So instead, we precalculate what MIGHT be visible from where you're standing. This "PVS" is a very rough estimate—sometimes extremely rough! "Where you're standing" could be "anywhere in this room", the PVS will always over-estimate what's visible rather than under-estimate it. Oh, we could spend time to figure out what exactly can be seen and what can't, but that's "expensive" (takes a lot of processing time) and … we don't have to. Your GPU can draw quite a fair bit more than we typically ask of it 60 or 120 or more times per second. As long as we manage our expectations a bit, it can keep up! (Game detail settings are all about telling a game what the expectations are.)
This conceptually maps to HeroQuest in my mind:
Item and monster placement, I've always followed the PVS model, and for the same reason: The game plays faster/more smoothly if the moment something MIGHT be seen, it becomes visible. That means the entire room the moment something reveals it, and a corridor to its ends/obstructions the moment someone steps into it.
If I were writing the rules fresh today, that's what I'd be aiming for.
Line of sight … *shrug* No line of sight rule is perfect. And any attempt to "get it right" will devolve into squabbling about how it isn't. (You mean to tell me the tall elf can't hit the frost giant with a ranged attack literally over the short dwarf's head?!) If you want to simplify them a little more, there's no harm in that.
<InSpectreRetro> All hail Zargon!!! Morcar only has 1BP.