Parzival wrote:As an insight to the current rule interpretation, let’s have a look at how the Companion App handles things:
The Companion App is another implementation of the remake rules (1990/2021) and those rules are different to the 1st and 2nd edition that we were discussing, so you are correct that the Companion App may provide an insight into the current rule interpretation but it won't provide any insight into the 1st/2nd edition ("classic edition") that was under discussion. That said, discussion of the current rule interpretation is a perfectly valid discussion but for me personally as I only have a simple brain, I'm not yet going to source a copy of the remake rules and start thinking about that too, as I'll then get thoroughly confused between three editions, whereas two is hard enough, others with a bigger brain capacity from mine will, I'm sure, respond and I'll get round to it once the 1st/2nd edition anomalies in this area are resolved!
Onan wrote:The way I explained to handle it is in line with my interpretation of "visible" for placement, which I consider a valid interpretation of 1st edition rules, not a house rule. I don't see where my interpretation needs any change of the rules, just an interpretation of "visible".
If I was to attempt to sum up my (current) interpretation under the 2nd edition (allowing for insight and input from the 1st where needed) it would be something along the lines of (working draft):
The 2nd edition has three rules for visibility, two of which are similar but very slightly different, which can cause confusion, they are found on p9 "What can be seen?" and p11 "Casting a Spell"
#1. "Miniatures in the same room are always visible.": This rule is used for visibility in terms of both placing miniatures on the board and for casting certain spells when the miniatures are in the same room and is found on both p9 and p11.
#2. "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 then the miniature is not visible.": This rule is used for visibility in terms of placing miniatures on the board when miniatures are not in the same room and is found on p9.
#3. 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.": This rule is used for visibility in terms of casting certain spells when the miniatures are not in the same room and is found on p11.
Note: Blocked square markers are treated as being a square surrounded by walls with solid rock in the centre and as such the walls block line of sight.
For clarity insert the word "visible" as indicated below, referring to the definition of visible given in the following section on p9 "What can be seen?"
p4 Outline of the Game "Therefore, when a character player opens a closed door he must pause to give the evil wizard player the chance to consult the Quest map and place onto the board anything visible that is shown for that room or passage.
p8 Opening Doors "As soon as a door is opened, the evil wizard player must place onto the board and visible pieces shown for that room, or passageway, on the map in the Quest Book"
(and for simplicity I'm ignoring any reference to hidden traps & secret doors for the moment but that may need to be factored in as a note)
Your interpretation adds a fourth rule, along the lines of (and you might be able to phrase this better than me), when you open a door to a room or passage then you place on the board all monsters, furniture etc that are shown on the Quest map for that room or passage.
I'm not suggesting that this is anything other than a possibly valid interpretation, I was just making the point that this fourth rule is one more than the three under my interpretation.
Where this fourth rule has an issue, in my opinion, is as follows (and this is where I was referring to the need to add extra rules that aren't in the original "house rules")
2nd edition Rules of Play p7 Movement wrote:The squares on the board are divided into two types of area: rooms and passages. The rooms are enclosed by white lines (the walls). The passages are shown by the areas with light grey flooring.
When you open a door to a room, you would put all the stuff shown on the map as in the room onto the board, whilst I don't agree with this, it is a clear instruction because rooms are defined in the rulebook in such a way that you can clearly differentiate between them, each distinct room is fully enclosed by white lines, so it is clear what is "room A" and what is "room B" and the difference between them, so a clear instruction.
However when you open a door to a passage, you would put all the stuff shown on the map as in the passage onto the board, however whilst the rules provide a definition and a way to differentiate between passages and rooms, and between individual rooms, they don't provide any way to differentiate between different passages, what exactly is "passage A" and how is that distinguished from "passage B"
Case 2 Monster Passage Visibility ignoring LOS.png
In this example:
Monster A is in the same passage as monster B
Monster B is in the same passage as monster C
So you might think that means that monster A is in the same passage as monster C, but that isn't the case because unlike rooms, passages aren't mutually exclusive, monster B is in two passages at once, but a monster can't be in two rooms at once.
Equally is monster D in the same passage as monsters A & B? sort of "yes", but sort of "no".
This means that under your interpretation you would have to, and you have, added extra information around passage definition, and the role of blocked square markers in splitting a single passage into multiple passages, which aren't in the existing rules (hence "house rules")
Under my interpretation, accepting the fact that for searching I've applied a slight dodge of retaining the wording from the 1st edition, you don't have to add this extra information, because you only ever place what is visible in passages, so you don't ever need to determine whether things are in the same or different passages, the only criteria that matter is whether they are in the same room, if so apply rule 1 for placement, or if not apply rule 2 for placement.
Onan wrote:The monsters also have interest in revealing an area. And it feels odd not to reveal a monster in a corner just because the heroes can't see it. The monster knows that the heroes are there: they have just opened the door to its room. It wants to react, but it can't because the heroes decide what is revealed when using LOS.
There is a different way of looking at this situation, the monster knows that the heroes are there, or at least one of them, but also knows that the hero cannot see it, so it waits in the shadows, until the hero steps through the doorway in the room (thus losing the tactical advantage of the doorway) and then makes its move. As I mentioned before this is even more pronounced in the 1st edition with the rule that prevents you from leaving the room for a turn, but even without that rule, you may still be stuck in the room for a turn due to having no movement left to step out again, you may still be literally trapped if there is a trap behind the door, and even if you are not stuck or trapped then wasting two points of movement by moving into and then back out of the room, may make the difference between been caught and attacked by pursuing monsters or not.
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