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Basic Question About Cover
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<blockquote data-quote="Aulirophile" data-source="post: 5217243" data-attributes="member: 86312"><p>No... there is no such thing as ally cover from melee attacks (granted it only comes up when you have reach). Rules are in the DMG for determining it, c/ped below. </p><p></p><p><em><strong>Determining Cover for Melee Attacks</strong></em></p><p><em></em></p><p><em>Defender’s Burden: The target of a melee attack has to prove that it has cover. That proof consists of a line between the attacker and the defender that is blocked by a solid object.</em> <em></em></p><p><em></em></p><p><em>Corner to Corner: The defender has cover if an imaginary line from a corner of the attacker’s space to a corner of the defender’s space is blocked.</em> <em></em></p><p><em></em></p><p><em>Getting Technical: If you need to be extremely precise, choose a square the attacker occupies and a square the defender occupies. Draw an imaginary line from every corner of the attacker’s space to every corner of the defender’s space. If even one line is obstructed, the defender has cover. (A line hat runs parallel right along a wall isn’t blocked.)</em> <em></em></p><p><em></em></p><p><em>Superior Cover: Only specific terrain features (such as grates and arrow slits) grant superior cover from melee attacks.</em> <em></em></p><p><em></em></p><p><em></em></p><p><em>Attacker’s Burden: For ranged attacks, the attacker has to prove that he has a clear shot. That proof consists of one corner in his space that has clear lines to every corner of the target’s space.</em> <em></em></p><p><em></em></p><p><em>Choose a Corner: The attacker chooses one corner of a square he occupies, and draws imaginary lines from that corner to every corner of any one square the defender occupies. If none of those lines are blocked by a solid object or an enemy creature, the attacker has a clear shot. The defender doesn’t have cover. (A line that runs parallel right along a wall isn’t blocked.)</em> <em></em></p><p><em></em></p><p><em>Cover: If you can’t find a clear shot, the target has cover. No matter which corner in your space you choose, one or two lines from that corner to every corner in the defender’s space are blocked.</em> <em></em></p><p><em></em></p><p><em>Superior Cover: The defender has superior cover if no matter which corner in your space you choose and no matter which square of the target’s space you choose, three or four lines are blocked. If four lines are blocked from every corner, you can’t target the defender.</em> <em></em></p><p><em></em></p><p><em><strong>Determining Cover for Close and Area Attacks</strong></em> <em></em></p><p><em></em></p><p><em>Like Ranged Attacks: You determine cover for these attacks in the same way as for ranged attacks, with two exceptions:</em> <em></em></p><p><em></em></p><p><em>Origin, Not Attacker: Treat the origin square of the effect as the attacker’s square.</em> <em></em></p><p><em></em></p><p><em>Creatures Aren’t Cover: Creatures don’t provide cover against close and area attacks.</em></p></blockquote><p></p>
[QUOTE="Aulirophile, post: 5217243, member: 86312"] No... there is no such thing as ally cover from melee attacks (granted it only comes up when you have reach). Rules are in the DMG for determining it, c/ped below. [I][B]Determining Cover for Melee Attacks[/B] Defender’s Burden: The target of a melee attack has to prove that it has cover. That proof consists of a line between the attacker and the defender that is blocked by a solid object.[/I] [I] Corner to Corner: The defender has cover if an imaginary line from a corner of the attacker’s space to a corner of the defender’s space is blocked.[/I] [I] Getting Technical: If you need to be extremely precise, choose a square the attacker occupies and a square the defender occupies. Draw an imaginary line from every corner of the attacker’s space to every corner of the defender’s space. If even one line is obstructed, the defender has cover. (A line hat runs parallel right along a wall isn’t blocked.)[/I] [I] Superior Cover: Only specific terrain features (such as grates and arrow slits) grant superior cover from melee attacks.[/I] [I] Attacker’s Burden: For ranged attacks, the attacker has to prove that he has a clear shot. That proof consists of one corner in his space that has clear lines to every corner of the target’s space.[/I] [I] Choose a Corner: The attacker chooses one corner of a square he occupies, and draws imaginary lines from that corner to every corner of any one square the defender occupies. If none of those lines are blocked by a solid object or an enemy creature, the attacker has a clear shot. The defender doesn’t have cover. (A line that runs parallel right along a wall isn’t blocked.)[/I] [I] Cover: If you can’t find a clear shot, the target has cover. No matter which corner in your space you choose, one or two lines from that corner to every corner in the defender’s space are blocked.[/I] [I] Superior Cover: The defender has superior cover if no matter which corner in your space you choose and no matter which square of the target’s space you choose, three or four lines are blocked. If four lines are blocked from every corner, you can’t target the defender.[/I] [I] [B]Determining Cover for Close and Area Attacks[/B][/I] [I] Like Ranged Attacks: You determine cover for these attacks in the same way as for ranged attacks, with two exceptions:[/I] [I] Origin, Not Attacker: Treat the origin square of the effect as the attacker’s square.[/I] [I] Creatures Aren’t Cover: Creatures don’t provide cover against close and area attacks.[/I] [/QUOTE]
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