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Old 2nd June 2009, 11:59 PM   #1 (permalink)
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3D Cover

Hey, folks!

My group finds itself in tough rules situations due to the sheer amount of 3D terrain in the encounters. (Here's to hoping for 3D rules in the next Dungeon Master's Guide!) Specifically, one encounter comes to mind -- the excavation site in Keep on the Shadowfell. Here's a link to a picture of the terrain in question.

The problem is, we were tired of trying to figure out over and over again whether a person on a cliff could see a person on the ground. Who had cover? Who couldn't be seen at all?

Eventually, a very enterprising player of mine came up with a consistent way of determining if someone up high or down below has cover:

If you are standing on a ledge firing down:
  • If horizontal distance > vertical distance, then no cover. (e.g., 2 away, 1 down.)
  • If horizontal distance = vertical distance, then -2 attack. (e.g., 2 away, 2 down.)
  • If horizontal distance = vertical distance + 1, then -5 (e.g., 2 away, 3 down.)
  • If horizontal distance < vertical distance + 1, then N/A (e.g., 2 away, 4 down.)

If you are standing on the ground adjacent to a ledge, firing up to the ledge:
  • If 1 away, 1 up, then -2 attack (~45 deg).
  • If 1 away, 2 up, then -5 attack (~60 deg).
  • If 2 away, 1 up, then -5 attack (~30 deg).
  • All other cases are N/A.

Attached is an image that illustrates his idea.

Thoughts?

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Old 8th June 2009, 08:05 AM   #2 (permalink)
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Any thoughts?
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Old 9th June 2009, 07:28 AM   #3 (permalink)
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It sounds a little complicated if you ask me.
Combat in 4E takes long enough I think without such simulationist rules.
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Old 9th June 2009, 04:17 PM   #4 (permalink)
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I've always just rotated the map 90 degree's in my head so instead of up and down you're looking at a regular map. Then just apply rules as normal.
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Old 9th June 2009, 05:54 PM   #5 (permalink)
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Quote:
Originally Posted by DM Magic View Post
Any thoughts?
I like it.

I usually just wing it, though.

-O
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Old 10th June 2009, 06:20 AM   #6 (permalink)
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My Lord. How long do you spend putting those models together!
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Old 10th June 2009, 10:10 AM   #7 (permalink)
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Quote:
Originally Posted by Ahrimon View Post
I've always just rotated the map 90 degree's in my head so instead of up and down you're looking at a regular map. Then just apply rules as normal.
This works fine. Or you can use the regular rules, but instead of having to see one corner of the square, you need to see one side of the box a character makes in 3D.
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