Post by Zyraen on Feb 14, 2020 12:45:56 GMT 8
1. Choose the most favourable corner of the attacker's square. Typically this is on the most unobstructed side between the attacker and the target square, and furthest from the target. If the attacker or defender is larger than medium, choose any one of the squares he occupies.
2. Trace 4 lines from that most favourable corner to each corner of the target's square.
3. If any 1 line crosses a square that provides cover (eg an obstacle, an enemy creature, etc) or concealment (eg. fog, area of darkness, a dark room, etc), then the defender has cover or concealment, respectively.
4. If 3 or more of the 4 lines crosses a square that provides cover or concealment, then the target has superior cover or total concealment, respectively.
5. If none of the 4 lines can reach any corner of the target's square, due to blocking (not cover) terrain, walls etc, there is no line of effect, and the attacker has no ability to create any sort of effect on the target. As per its name, that line of effect only requires ONE unobstructed line. Note that you need line of effect to sustain abilities.
6. When using an Area attack, the attacker needs line of effect to the origin square (ie centre) of the Area, and then determine cover using the origin square of the area as if it were the attacker. When using an Area Wall, the first square of the wall (effectively either end of the wall) is the origin square, and note that the attacker needs line of effect to every square in a wall.
7. FAQ: Does a small/tiny/even smaller creature choose from any corner of its square?
Ans: Yes.
8. Advanced : When choosing the attacker's square and the defender's square, note that both chosen squares of the creatures are slightly smaller than the square of the grid they are on. This means that if two creatures are diagonally adjacent to each other, sharing one common side with a single hard cornered obstacle (eg. say from a large crate), they both get cover from the crate against melee/ranged/burst/blast attacks from each other. Note if you and your playgroup have difficulty visualising two combatants swinging axes at each other while trying to take cover using the same crate, you can not have to deal with this by ruling out hard corners in your game, ie all corners default as soft corners.
9. Advanced : When conducting 3 dimensional combat, use the most unfavourable plane (not square) to determine cover or concealment, ie typically use the usual topdown/birds-eye-view for determining cover/concealment. However, if firing up to a creature on the top of a building, use a sideways/horizontal view, which would generally dictate the creature on top has cover. However, use the most favourable dimension/square for determining line of effect.
2. Trace 4 lines from that most favourable corner to each corner of the target's square.
3. If any 1 line crosses a square that provides cover (eg an obstacle, an enemy creature, etc) or concealment (eg. fog, area of darkness, a dark room, etc), then the defender has cover or concealment, respectively.
4. If 3 or more of the 4 lines crosses a square that provides cover or concealment, then the target has superior cover or total concealment, respectively.
5. If none of the 4 lines can reach any corner of the target's square, due to blocking (not cover) terrain, walls etc, there is no line of effect, and the attacker has no ability to create any sort of effect on the target. As per its name, that line of effect only requires ONE unobstructed line. Note that you need line of effect to sustain abilities.
6. When using an Area attack, the attacker needs line of effect to the origin square (ie centre) of the Area, and then determine cover using the origin square of the area as if it were the attacker. When using an Area Wall, the first square of the wall (effectively either end of the wall) is the origin square, and note that the attacker needs line of effect to every square in a wall.
7. FAQ: Does a small/tiny/even smaller creature choose from any corner of its square?
Ans: Yes.
8. Advanced : When choosing the attacker's square and the defender's square, note that both chosen squares of the creatures are slightly smaller than the square of the grid they are on. This means that if two creatures are diagonally adjacent to each other, sharing one common side with a single hard cornered obstacle (eg. say from a large crate), they both get cover from the crate against melee/ranged/burst/blast attacks from each other. Note if you and your playgroup have difficulty visualising two combatants swinging axes at each other while trying to take cover using the same crate, you can not have to deal with this by ruling out hard corners in your game, ie all corners default as soft corners.
9. Advanced : When conducting 3 dimensional combat, use the most unfavourable plane (not square) to determine cover or concealment, ie typically use the usual topdown/birds-eye-view for determining cover/concealment. However, if firing up to a creature on the top of a building, use a sideways/horizontal view, which would generally dictate the creature on top has cover. However, use the most favourable dimension/square for determining line of effect.