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Ranged Cover rules all hosed up in DDM2 (/4E?)
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<blockquote data-quote="MerricB" data-source="post: 4049720" data-attributes="member: 3586"><p>You have some very fair points. And yes, the 3.5e rules for cover were definitely a step downwards for many groups from the 3e cover rules... and the 4e rules seem to be the heir to the 3.5e rules as far as I can see.</p><p></p><p>From what I can gather of the design process, the 3.5e rules (and 4e rules) are part of the minification of D&D. The 3e rules are basically a DM judgement call. The 3.5e rules (and 4e rules) provide a fast* and consistent way of determining whether a creature has cover or not when playing with miniatures. I think they succeed in their aim pretty well, although my more casual players have terrible trouble with the ranged cover rules. (They think "from centre", not "from corner of square").</p><p></p><p>(*well, it's meant to be fast)</p><p></p><p>I think good DMs should use a variant of the 3e rules in 4e (and in 3.5e). However, for tournament games or times when the DM/player trust isn't there, at least the 3.5e/4e rules give a solid baseline.</p><p></p><p>+1 attack bonus for charging and +2 AC for cover? The situational modifiers seem to be reduced a bit, although I notice that combat advantage (e.g. flanking) still is +2.</p><p></p><p>Cheers!</p></blockquote><p></p>
[QUOTE="MerricB, post: 4049720, member: 3586"] You have some very fair points. And yes, the 3.5e rules for cover were definitely a step downwards for many groups from the 3e cover rules... and the 4e rules seem to be the heir to the 3.5e rules as far as I can see. From what I can gather of the design process, the 3.5e rules (and 4e rules) are part of the minification of D&D. The 3e rules are basically a DM judgement call. The 3.5e rules (and 4e rules) provide a fast* and consistent way of determining whether a creature has cover or not when playing with miniatures. I think they succeed in their aim pretty well, although my more casual players have terrible trouble with the ranged cover rules. (They think "from centre", not "from corner of square"). (*well, it's meant to be fast) I think good DMs should use a variant of the 3e rules in 4e (and in 3.5e). However, for tournament games or times when the DM/player trust isn't there, at least the 3.5e/4e rules give a solid baseline. +1 attack bonus for charging and +2 AC for cover? The situational modifiers seem to be reduced a bit, although I notice that combat advantage (e.g. flanking) still is +2. Cheers! [/QUOTE]
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