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Jonny WS

Line of Sight

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So again, I have another question that either has or has not been asked before.  

In first edition, line of sight was always traced from the center of one square to the center of the other square.   It was sometimes a little awkward but that's why everyone had laser levels to go along with their copy of first edition.  :)

In second edition, line of sight is traced from corner of square to corner of other square.  

 

Does anyone know why they changed it?     I am trying to wrap my brain around some of the examples that the rule books use and am just blown away at what I am seeing.   But that may just be from so many years of using a different system. 

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I have played both editions and have used both LOS systems.  I have found that newer corner-to-corner line of sight gives the ranged attacker more flexibility over the older center-to-center line of sight concept.  The attacker is able to spot the target from a larger selection of squares, which allows ranged attacks to occur more often.  It also allows more ranged attackers to spot the same target at the same time.  And in our group, ranged attacks are always preferred over melee attacks, for both the Heroes and the Overlord.

 

Try this experiment:  Set up some figures such as shown in the Rules LOS example.  Count the number of squares where the attacker can be so he can still spot the target using both systems.  You should find that the newer system will give more positions to attack from than the older system.

 

And as Zaltyre said, the newer system is quicker and easier to use.  It also reduces the number of in-game "discussions".  Under the older system, if I had a nickel for every "You don't have LOS - Yes I do!" discussion...   :D

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My biggest gripe with the current LOS system in Descent 2 is that it makes hiding from LOS very difficult, in some cases in ways that are pretty counter intuitive.

I always like to play the evasive character. Jumping out from behind corners, pull off a ranged attack and jump back into cover.

 

However, in Descent this is almost always impossible. There are a lot of one square corner spaces that are useless for hiding behind.

In my attached pic, no matter how far down the hallway you go, the two figures will always have LOS to each other.

 

zmFsqG8.jpg?1

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I guess that's my answer then...to make things easier and more streamlined.    Although it does lead to some crazy situations that my brain has a hard time grasping (like the example above) I am sure it will be easier as time goes on.  

 

Thanks for the answers friends. 

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"And so, the Geomancer put up his wall of stone while the Spiritspeaker blessed ith with the Cloud of Mist." 

 

And then the Geomancer taunted the mighty Gargan Mirklace "Neener Neener Neener, u can't hit me, u n00b!"

 

 

The Geomancer was never heard from again....

 

:P

Edited by Alarmed

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My biggest gripe with the current LOS system in Descent 2 is that it makes hiding from LOS very difficult, in some cases in ways that are pretty counter intuitive.

I always like to play the evasive character. Jumping out from behind corners, pull off a ranged attack and jump back into cover.

 

However, in Descent this is almost always impossible. There are a lot of one square corner spaces that are useless for hiding behind.

In my attached pic, no matter how far down the hallway you go, the two figures will always have LOS to each other.

 

This is why I like and use the IA LoS rules. You can protect adjacent figures by using other figures to block line of sight, and you can use 'thin' walls as true cover to draw line of sight to targets without being targeted yourself.

 

I've found this makes for more fun and strategic skirmishes.

Edited by Charmy

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I use a LoS houserule: "from any corner to the center of the target space".  I don't find this to add substantial time to the gameplay, and I think it reduces the advantage that ranged attacks have over melee attacks.  I also abide the second question/answer on page 3 of the FAQ dated 1/18/2016.

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