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Every cent received goes toward Ye Olde Inn's maintenance and allows us to continue providing the best resources for HeroQuest and Fantasy Gaming fans.
What can be seen?
Deciding what can be seen by a player character is very important in determining what should be placed onto the board. 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 then the miniature is not visible.
Under “Casting a Spell”
Spells can be cast at monsters or characters provided that 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
What a figure can see?
• A figure can see everything in the same room or corridor as itself
• A figure can see everything in a room or corridor that it is adjacent to
• A figure can see everything that it has line of sight to
Line of Sight
Draw an invisible straight line between the centre of the square that the figure is on and the centre of the target square. If the line does not cross a wall or closed door, then the target square is visible, even if the line just touches a corner or wall edge.
Targeting with ranged weapons
To target a figure with a ranged weapon you need to have line of sight, as detailed above, and that line of sight must not be blocked by a square occupied by another figure
Bareheaded Warrior wrote:a) For use when placing stuff - "Miniatures 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 visible"
Kurgan wrote:To me it's less a matter of realism than playing it as it was intended. "As intended" of course only goes so far, anyone can homebrew their own rules and decide if their own way is "better."
I prefer not to add to the complexity of the basic combat gameplay (even if it would add realism) as some have done. I don't make it cost an action to switch weapons, or give the crossbow limited ammo (or require a roll to check if the string breaks or something). I don't disallow low mind point monsters from defending against projectiles. Some prefer these changes however to their games and that's fine.
gaeryth wrote:I personally use a more modern rule for line of sight (based on the DnD minis game which was designed from the ground up to use gridded squares, but was inspired by earlier gridless skirmish games). Choose a corner of the square of the caster/attacker and draw a straight line to two corners of the target's square without crossing the border of an occupied square or a wall. This rule actually makes the diagram accurate.
Bareheaded Warrior wrote:What a figure can see?
• A figure can see everything in the same room or corridor as itself
• A figure can see everything in a room or corridor that it is adjacent to
• A figure can see everything that it has line of sight to
Line of Sight
Draw an invisible straight line between the centre of the square that the figure is on and the centre of the target square. If the line does not cross a wall or closed door, then the target square is visible, even if the line just touches a corner or wall edge.
Targeting with ranged weapons
To target a figure with a ranged weapon you need to have line of sight, as detailed above, and that line of sight must not be blocked by a square occupied by another figure
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