Search the Forums
Options
Keywords search:


Search in Forum...

Search within...

Match...

Antiquity...

Player messages...

Descent: Journeys in the Dark Second Edition
Stand together against an ancient evil
Moderator: FFGAnton Topics: 751 | Posts: 5997
Preview: Spoiling for a Fight
Published on 10 May 2012 - 10:05:03
Page 2 of 4 (57 messages) « First page... 1 2 3 4 ...Last page »
Reply #16 | Published on 10 May 2012 - 23:14:47

Just an FYI, this line of sight example has sparked a huge debate on boardgamegeek.

Without Signature

Reply #17 | Published on 11 May 2012 - 03:14:23

The example is fine. It's just that we haven't looked at the complete ruling. It's not huge debate, just vocal minority. So happy finding the game's "faults".

The guys on the "target doesn't block itself from being shot" are misguided I think. Especially think that it's line of sight. If you can see, you can't be seen. In the "forced" theories, the zombie would have been able to shoot Jain, but only when it shoot through itself.

Without signature

Reply #18 | Published on 11 May 2012 - 04:45:21

I don't know if someybody ever found counter-intuitive that a 1st Ed Large Monster figure does block LoS to some spaces occupied by the figure itself. There were situations where a Blast attack could be more conveniently placed on the rear part of the Large Monster to target the critters hiding behind him, but his front squares blocked line of sight to the rear squares and nobody said it was nonsense. There were also cases where a Large Figure front spaces blocked an attack traced from the same figure's rear spaces.

Changing the points used for tracing LoS does not change the rule that a figure blocks LoS (and attacker is a figure even for himself). It is still unexpressed in the previews, but I agree that sufficient hints have been found to support this (see discussion on BGG). By (game-related) commonsense, a figure must block LoS, otherwise everybody could shoot through a host of figures and target a specific figure behind them.

I think that LoS traced this way will reduce time spent thinking about the best move, probably not so much as intended until the players get accustomed to the new rule, which has some troublesome outcomes like an obstacle not protecting you if attacker shoots from a perfect diagonal position. The idea behind the new rule is to make visual interpretation easier, because corners are drawn on the board and space centers are not. In some situations LoS was really tricky to trace and we had to use a diagram to persuade each other that it was legal/illegal.

It will probably shift the weight from "moving to trace the LoS for attack" to "moving to take the best available cover", but in Descent 1st Ed both of these issues required a lot of planning. Now Heroes and Monsters will have to think more about cover, as attacking will be typycally possible, if ranged. Also remember that Spawning will not work like 1st Ed, so no need to plan your moves to prevent spawning.

 

A wizard is never too late. Nor is he early. He arrives precisely when he means to.

Reply #19 | Published on 11 May 2012 - 05:44:41
4
0

Bleached Lizard said:

 

 

 

I can see "so I can't hit the monster because the monster's in the way?" will become the most-said phrase when explain the rules to D2E!  

The line from Leoric isn't passing through anything.  The line you propose from Jain is - it passes through the monster.

The way I explained it over on BGG is like this: imagine attacking each point on the monster's square from a point on your square represents a different thing thematically:-

From your square:

The point facing the monster: firing straight ahead.

The point on the hero's left as facing the monster: leaning to the left to shoot.

The point on the hero's right: leaning to the right to shoot.

The point facing away from the monster: ????

Targeting the monster's square:

The point facing your hero: hitting the monster's front.

The point on the monster's left as facing your hero: hitting the monster on its left side.

The point on the monster's right as facing your hero: hitting the monster on its right side.

The point facing away from your hero: ????

I leave it up to you to figure out what the question marks could possibly represent.  Basically what we have now is a primitive form of "facing" for the figures.  The entries with the question marks represent impossible shots.

 

 

 

Ok it seems everyone aggrees with what you are saying but I'm not sure where you get it from?

Is it specifically mentioned in the preview?

Is it just the peoples understanding of the rule " can't pass anything"?

or has there been official word somewhere?

 

Ps. I actually like the rule better this way. It would be hard to find a point where you couldn't shoot someone in the example with how I understood it first.

Without Signature
Reply #20 | Published on 11 May 2012 - 05:56:00

 I also think that the rules are better this way… the hours we spent measuring the exact angles and arguing… until the online sight checker came out…. I was very frustrated as the Overlord… let's hope that the new rules, which seem good in theory also provide for a little faster line of sight determination….

Ash nazg durbatulûk, Ash nazg gimbatul

Ash nazg thrakatulûk, agh burzum-ishi krimpatul.

Reply #21 | Published on 11 May 2012 - 06:22:51

Am I the only person that doesn't like tracing line of site between diagonally places blocking terrain?  I've always looked at those as a continuous wall (despite the fact you can walk between them - which also doesn't make a huge amount of sense to me).

Now, onto BGG to find out what the hoo haa is about.  Can a monster REALLY block line of sight to itself?  Seems a bit stupid, and I can't imagaine that's the case.  Certainly not a rule me and my gaming group will be utilising if so.

NEO-ANARCHIST AND BEST BANG SINCE THE BIG ONE!

Reply #22 | Published on 11 May 2012 - 07:39:40

Coldmoonrising said:

gforce200 said:

 

Wouldn't it actually be two corners since both back corners of the zombie are directly opposite in relation to the character in question? 

 

 

It seems to make sense that one would only use the two closest corners of the attacker and target. It would be silly to attack from a rear corner if it made the uninterrupted LoS besides your own character model being in the way.

If there is no resolution for this new rule, I'll probably make a house rule for two-three closest corners to the target closest two-three corners as well.

This is exactly the same as the official rule anyway.  No need to make a house rule.

Want to use more expansion monsters in a RtL campaign?  Download my dungeon level loadout sheet.  Want more varied and interesting abilities for the heroes?  Have a look at my Craft cards!  After a more thematic Android experience?  Check out Android: The Directors Cut.  Tired of the same old plots?  Try The Directors Cut - Alternate Plots.  Want a different way to play BSG: Pegasus?  Look at Pegasus: Razor Cut.

Reply #23 | Published on 11 May 2012 - 07:58:11

Sausageman said:

Am I the only person that doesn't like tracing line of site between diagonally places blocking terrain?  I've always looked at those as a continuous wall (despite the fact you can walk between them - which also doesn't make a huge amount of sense to me).

Now, onto BGG to find out what the hoo haa is about.  Can a monster REALLY block line of sight to itself?  Seems a bit stupid, and I can't imagaine that's the case.  Certainly not a rule me and my gaming group will be utilising if so.

Re: point #1 - I'm a bit iffy about that as well.  I'm not sure what LoS rules I'm going to use when it actually comes to it.

Point #2: As someone above stated, figures have *always* blocked LoS to themselves.  It's just that now we measure to/from four points rather than just one.  Think of it this way: if we're standing directly in front of each other, facing each other, can you see the back of my head?

Want to use more expansion monsters in a RtL campaign?  Download my dungeon level loadout sheet.  Want more varied and interesting abilities for the heroes?  Have a look at my Craft cards!  After a more thematic Android experience?  Check out Android: The Directors Cut.  Tired of the same old plots?  Try The Directors Cut - Alternate Plots.  Want a different way to play BSG: Pegasus?  Look at Pegasus: Razor Cut.

Reply #24 | Published on 11 May 2012 - 08:44:33

It's a shame the LOS still isn't made more intuitive. My playgroup always found it confusing that you can see monsters behind obstacles and can even walk through obstacle diagonals. A missed opportunity.

I do like the fact that it appears that you can still buy stuff, since there is a shop deck! I was worried getting gold was a thing of the past, luckily this is not the case. I do wonder what the effect of hero death is though. As it is now, it just seems an inconvenience for the heroes. I am a bit worried about that…

Without Signature

Reply #25 | Published on 11 May 2012 - 10:32:07

Sausageman said:

Am I the only person that doesn't like tracing line of site between diagonally places blocking terrain?  I've always looked at those as a continuous wall (despite the fact you can walk between them - which also doesn't make a huge amount of sense to me).

 

What if they're not continuous? What if they're supposed to be piles of boulders? Those usually taper towards the top. Hence the view in between two distinct mounds not orthogonally adjacent, and the ability to step between them.

Up the Irons!

Reply #26 | Published on 11 May 2012 - 10:47:54

Columbob said:

Sausageman said:

 

Am I the only person that doesn't like tracing line of site between diagonally places blocking terrain?  I've always looked at those as a continuous wall (despite the fact you can walk between them - which also doesn't make a huge amount of sense to me).

 

 

 

What if they're not continuous? What if they're supposed to be piles of boulders? Those usually taper towards the top. Hence the view in between two distinct mounds not orthogonally adjacent, and the ability to step between them.

So with those same piles of boulders, why can't you see/walk between them when they're orthogonally adjacent?

Want to use more expansion monsters in a RtL campaign?  Download my dungeon level loadout sheet.  Want more varied and interesting abilities for the heroes?  Have a look at my Craft cards!  After a more thematic Android experience?  Check out Android: The Directors Cut.  Tired of the same old plots?  Try The Directors Cut - Alternate Plots.  Want a different way to play BSG: Pegasus?  Look at Pegasus: Razor Cut.

Reply #27 | Published on 11 May 2012 - 10:52:02

Bleached Lizard said:

Columbob said:

 

Sausageman said:

 

Am I the only person that doesn't like tracing line of site between diagonally places blocking terrain?  I've always looked at those as a continuous wall (despite the fact you can walk between them - which also doesn't make a huge amount of sense to me).

 

 

 

What if they're not continuous? What if they're supposed to be piles of boulders? Those usually taper towards the top. Hence the view in between two distinct mounds not orthogonally adjacent, and the ability to step between them.

 

 

So with those same piles of boulders, why can't you see/walk between them when they're orthogonally adjacent?

 

Maybe because it's then supposed to be a single large/long berm.

Up the Irons!

Reply #28 | Published on 11 May 2012 - 11:07:36

Columbob said:

Bleached Lizard said:

 

Columbob said:

 

Sausageman said:

 

Am I the only person that doesn't like tracing line of site between diagonally places blocking terrain?  I've always looked at those as a continuous wall (despite the fact you can walk between them - which also doesn't make a huge amount of sense to me).

 

 

 

What if they're not continuous? What if they're supposed to be piles of boulders? Those usually taper towards the top. Hence the view in between two distinct mounds not orthogonally adjacent, and the ability to step between them.

 

 

So with those same piles of boulders, why can't you see/walk between them when they're orthogonally adjacent?

 

 

 

Maybe because it's then supposed to be a single large/long berm.

So single large barriers only ever exist at right-angles to the dungeon walls…?

You see where the problem we're having with this comes from now?

Want to use more expansion monsters in a RtL campaign?  Download my dungeon level loadout sheet.  Want more varied and interesting abilities for the heroes?  Have a look at my Craft cards!  After a more thematic Android experience?  Check out Android: The Directors Cut.  Tired of the same old plots?  Try The Directors Cut - Alternate Plots.  Want a different way to play BSG: Pegasus?  Look at Pegasus: Razor Cut.

Reply #29 | Published on 11 May 2012 - 11:29:15
2
1

 My favorite mind game in this whole strange fifth dimension descent world:

Looking/moving diagonally through the boulder: You can see through it fine, but it takes one extra movement to get to the other side.

Looking/moving straight through a boulder: You can't see through it, but it doesn't disrupt movement in the least.

That's pretty trippy, don't think about it too hard.

-Bubba

Without signature

Reply #30 | Published on 11 May 2012 - 16:25:01
5
1

Sorry to detract from bickering about LoS, but I feel there's something else worth bickering about. 

Anyone else take a look at how the stun condition works now? It completely cancels the next round of action. And in the case of this sling, it only takes one surge to activate. Seems to me a no-brainer tactic to turn enemies into helpless punching bags until they're dead. Anyone else think this could get old quickly?

Also, if characters can't actually die (they just keep standing up endlessly), and there are no conquest tokens to lose, how exactly does the OL win?

 

 

 

Without Signature
Page 2 of 4 (57 messages) « First page... 1 2 3 4 ...Last page »

© 2013 Fantasy Flight Publishing, Inc. Fantasy Flight Games and the FFG logo are ® of Fantasy Flight Publishing, Inc.  All rights reserved.
Privacy Policy | Terms of Use | Contact | User Support | Rules Questions | Help | RSS