Onan,
I agree that a simple approach is needed, which is why I posted a hopefully simple one page guide here Line of Sight One Pager
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= "special skull" that counts as a "skull" but can be rolled again, once, counting as a normal "skull" if rolled again.
= "skull"
= "shield" cancels out a skull (hero & monster)
on your movement roll then the evil wizard player may immediately place a Wandering Monster

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BlackJax wrote:I agree that a simple approach is needed, which is why I posted a hopefully simple one page guide here Line of Sight One Pager
BlackJax wrote:Deciding what can be seen by a hero is very
important because it determines what
should be placed onto the board. Only put
things on the board if they can be seen by a
hero.
2nd Edition wrote:Deciding what can be seen by a player character is very important in determining what should be placed onto the board.
2nd Edition wrote:As soon as a door is opened, the evil wizard player must place onto the board any pieces shown for that room, or passageway, on the map in the Quest Book.
Rule of thumb: Figures in the same room
are usually visible so there is generally no
need to check line-of-sight
an unobstructed straight
line between the centre of the squares
occupied by the two figures.
Line-of-Fire [LOF]
This rule is used to determine what a
character (hero or monster) can shoot with
a missile weapon, thrown weapon or spell
that uses the same method.


behind the bookcase? 

Onan wrote:BlackJax wrote:Deciding what can be seen by a hero is very important because it determines what should be placed onto the board. Only put things on the board if they can be seen by a hero.
I know this is partly from 2nd Edition, but 2nd Edition contradicts itself with regards to placement and "seen":2nd Edition wrote:Deciding what can be seen by a player character is very important in determining what should be placed onto the board.2nd Edition wrote:As soon as a door is opened, the evil wizard player must place onto the board any pieces shown for that room, or passageway, on the map in the Quest Book.
So the same rules state that "seeing" (the geometric criterion) should be used for placement, and then "room or passageway" (a logic criterion) should be used. I suggest to use the second. Not only does it get rid of the LoS complications for placements, but it also covers special situations where a door is opend by Zargon and the contents placed, without the heroes having LoS: The alarm in Sir Ragnar, the ambush in RotWL Q1, the secret doors in KK Q1.
In your clarification document you could point out this contradiction and suggest to use the easier one.
Onan wrote:BlackJax wrote:Rule of thumb: Figures in the same room are usually visible so there is generally no need to check line-of-sight
Giving a rule of thumb is not a good idea. The US version did this and was critizied for it (see "Always board never boring" video for example). People want a rule, not a rule of thumb.
Onan wrote:Also, you reference the LoS rules in the LoF rule, so it remains unclear if there is always LoF in the same room.
Onan wrote:BlackJax wrote:an unobstructed straight line between the centre of the squares occupied by the two figures.
The center to center problem as been addressed in the other thread: viewtopic.php?f=8&t=6666&start=20
Onan wrote:BlackJax wrote:Line-of-Fire [LOF] This rule is used to determine what a character (hero or monster) can shoot with a missile weapon, thrown weapon or spell that uses the same method.
How do we know what method a spell uses?
Line-of-Fire [LOF] This rule is used to determine what a character can target with a missile attack or spell.
= "special skull" that counts as a "skull" but can be rolled again, once, counting as a normal "skull" if rolled again.
= "skull"
= "shield" cancels out a skull (hero & monster)
on your movement roll then the evil wizard player may immediately place a Wandering Monster

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