Daedalus wrote:I have always been a proponent of the 50% target-visiblity concept. What I'm not clear on is what you would consider the originating vertical point of view of the attacker, which I believe is needed to draw line of sight (or line of effect, in my case) to the target. Or are you using some other method, such as comparing the furniture and target figure heights side-by-side or simply predefining short (nonblocking) and tall (blocking) furniture like many others? Or something else, perhaps?
For me because HQ has a principle of simplicity, sometimes it is more appropriate to approximate or to increase the level of abstraction to avoid complexity (particularly complexity that doesn't enhance the richness of gameplay), so where we have, for example, at the player-level, a figure occupying a square, we have an assumption that the character that figure represents occupies only the centre point of that space (horizontally), and we ignore the possibility that the actual character could really be in a variety of poses and positions within the square, and I think in the same way we can apply similar principles by loosely comparing the furniture and figure heights and dividing them into two categories those that are clearly tall enough to block LOS entirely, the cupboard and bookcase, and those that aren't clearly tall enough to block LOS entirely (the others) without needing to be concerned with the details, such as whether a particular Dwarf is relatively is a tall or short member of his race, is in a shallow pit, but how deep is the pit, and whether he has a clear LOS across a table to a Fimir, who may be average height or may not, who may at that precise moment in time be crouching or jumping etc...
Kurgan wrote:I recall some specific examples of tall furniture being placed in the middle of rooms (one that instantly comes to mind is in Mage of the Mirror there's a scenario where there's two bookcases or a bookcase in a cupboard in the middle of a room and a Giant Wolf is placed behind one. In the app, you can shoot straight through it with a spell to hit the monster on the other side without moving even if you are both adjacent to the furniture on opposite sides.
Not sure if any such examples appeared in the GS, KK, ROTWL, or ATOH (or WOM). Of course when First Light mentions "the original" HeroQuest, what precisely do they mean? The 2021 edition? 1990 NA edition it uses as a template? Or the 1989 original original? At least when ATOH remake refers to the original version of ATOH there's only one candidate that could refer to. But yeah, double check me on those facts.
I assumed "original" meant the first one, the one preceding all others in time, the one not derived from something else hence the 1989 version but you are correct in pointing out that AH may have been using the term differently in this context. Either way whether we consider the actual original which I don't think had any official quests where tall furniture was placed in such a way that LOS could have been blocked, because of the encouragement to create your own adventures it would have been more complete either to specify that tall furniture must always be placed against walls (so that the scenario didn't arise) or to include instructions on how to handle a scenario in which it wasn't. Under the 1990 remake where as you point out some published quests did give rise to this situation then the importance of providing instructions on how to handle the scenario becomes even greater but sadly neither version did either.
Whilst I'm not fully informed about the details of Avalon Hill era, if by stone blocks you are referring to blocked square tiles, then that is slightly different as they are not categorised as furniture.
Kurgan wrote:I guess using in-universe logic, you could imagine that magical spells can be "heat seeking" or maybe their are being lobbed up into the air (tall enough ceiling?) to land on top of the heads of the characters and the hero is just that darn good at predicting his enemy's movement (or attentive to non-visual cues for the location of his target).
The issue with this is that in the original game certain magic missile spells did indeed use some form of mechanism like you suggest, such as Fire of Wrath, as they contain specific wording along the lines of "target any square on the board" so clearly no LOS required but by extension others did not have such wording so the implication here is that they must follow the usual rules otherwise why make the distinction?