Descent Journeys In The Dark Second Edition Line Of Sight
The upper image is the original example illustration, the lower one is a copy in which I added green arrow for the purpose of visualisation and to be extra sure we are talking about the same line of sight here. To quote the rulebook of the base game: 'If the line passes through the edge of a map tile, a door, or a blocked space (a space containing a figure or obstacle), the target space is not in line of sight (see “Line of Sight Example” on page 12).'
I always thought that 'through the edge of a map tile' cancels out wonky lines of sight like the ones in the above example. The German rulebook even says: 'If the line passes through the black edge of a map tile, [. Mouse Clicker 2.3.5.8 Crack more. ]' Well, the line of sight clearly does pass through a black edge of a map tile, does it not? Looking at the example again, the two characters have the most weird line of sight ever - they are around each other's corner, even with one additional space between that corner!
From simpler rules for determining line of sight to faster setup of each encounter, Descent: Journeys in the Dark Second Edition delivers a tense, satisfying experience with minimal player downtime. Defense dice mitigate the tendency to “math out” attacks, while shorter quests with plenty of natural stopping points mean that even the busiest group can now fit Descent into a varied night of gaming. Of postings in the forums about the corner-to-corner nature of Line of Sight. Descent: Journeys in the Dark (Second Edition. For Descent 1st edition.
Seriously, how are ranged attacks supposed to hit like that? Are these really the official rules for line of sight, or is this just a misunderstanding on my side? To be honest, I don't think it will break the game if you house rule the LoS rules.
Play it the way you find enjoyable. Yes, I will stick to the German (or maybe just my?) interpretation of the rules here. EDIT The somehow 'updated' rules for line of sight in seem to be a good alternative, too: 'To determine if a target is within line of sight, the attacking player chooses one corner of his figure’s space.
Then he traces two straight, uninterrupted lines to two different corners of the target’s space. These lines cannot overlap and cannot be traced through walls (thick black lines), blocked terrain (red lines), or spaces containing figures.' There is a lot of talk about house-ruling in IA line of sight rules into Descent.
What you need to understand is that this will significantly alter the balance between the usefulness of ranged vs melee weapons, and many abilities (for example, think of how heavily a change like that would nerf the necromancer's 'Army of Death' skill.) Personally, I prefer to keep the line of sight rules as they are- loose, but incredibly easy to determine. Also, remember that it's not just the monsters who can easily get a ranged shot in. Tarha also has line of sight on that flesh moulder after it moves. Its not that fair to paint the system as 'crazy/weird' for a mere differentiation between an edge and a corner, specially when the answer was right in the next paragraph of the rulebook, as Chris pointed out. Even in your first attempt at explaining it above (without the differentiation between edge and corner), the line never goes ' through a black edge', it only passes tangent to it and goes uninterrupted.