extending your idea I dared to make a suggestion
based on the levels idea and blending the factoring suggestion.
It's basicly giving each feature in the software a height in inches to be written as a text on it, then factoring - in my suggestion I'll categorize the races.
This will basiclly resolve if the feature cuts the LoS, but what if both models are on the same feature? making an attempt to answer the question: when the model going up the hill when exactly will he be able to see the one on the hill. I work it out with Hills in mind but I think it could be workable for other features.
Hope it's not that complicated and makes sense. Still it could have many holes and space for improvement, or even totally discarded, so here it is and only by feed-back we can reach reasonable rules.
[h2]
[center]THE THIRD DIMENTION for VOTR[/center][/h2]
[h2]ELEVATION:[/h2]
Each feature will have a text label with elevation written in inches.
[h2]PEEK OVER Limit:[/h2]
[spoiler]= Elevation difference: It's the difference between the feature height and the height of the model that shows if he can see over it or not.
If the model is taller than the feature then of course he can peek over it and may follow the rules of defending it. Simpley compare the heights of them to know if it can peek over it.
- Stacked features: If the features are stacking on top of each others simply add them up to find the total height of the feature (e.g. a fence/rock at the top edge of a hill).
Then what if top model at the top is behind a fence/wall/rock or similar barrier (it's in the LoS way), don't forget to add it's height to the distance from the edge when you calculate the distance from the edge. The only exception is for the Model at the Top is touching it and can peek over it, then it's defending it and can see clearly all the way down and the feature height is not added to his own distance from the edge in this case.
Peek Over Chart
= After adding the height of the stacked barrier if applicable, a model can't peek over the edge of a barrier if the height differnce for the model is less than the following limit from the current level the model is on:
- 1" for dwarves, hobbit, and gobblins.
- 1.5" higher elevation difference for other 25mm base models.
- 2" higher for 40mm base models.
- 2.5"+ higher for the rest.
On this limit or more the feature blocks the LoS of the model.
= Notes:
- Halve those measures rounding down for models lying/knocked down rounding down to nearest 0.5".
- Flying creatures and their riders can see everywhere and can avoid hard terrain and climbing penalties of course so measure with ruler normally.
- Advanced rule: Two models of different height are on two sides of a barrier, one of them shorter than the barriera(e.g. a troll trying to spot dwarf from over a fence of 2" tall).
** The shorter can't see the taller clearly at all (unless he stands on the barrier with a jump)
** If the shorter is touching the barrier (taking a cover), they can't see each others unless the taller is touching the fence too (can see the shoter clearly)
** Partially: Both can see each others partially if the base to base distance between them equals double the fence's height or more (4" in the case of the troll and dwarf).
** Clearly: Only the taller can see the shorter clearly if the taller is touching the fence, or the base to base distance is the sum of their peek over limit plus double the fence height or more.
= Examples:
- If a dwarf standing on the ground behind a 1" fance, he can't peek over it.
- If a hobbit is standing behind a barrier of 0.5" tall, he can peek over it.
- If a Troll is trying to spot a dwarf that's behind a 2" wall (see the advanced rule above). Both can see each others partially if the ditance between them is 4"+ (2x2"), and the troll (taller) can see the dwarf (shorter) clearly if the distance between them is 7.5"+ (1"+2.5"+2x2")
[/spoiler]
[h2]Feature to move up or down on:[/h2]
[spoiler]
But what if the model can go up the feature like in case of a hill? the elevation diference will change as the model goes up or down. Calculate elevation difference between the elevation value and the current model's position in this case. Ex. a model moving up a 3" high hill. He already moved 1" into it, so elevation difference is 2" now instead of the whole 3" when he was still on the ground.
Identify the angle of the slope:= Measure from top edge to lower level of terrain using a ruler and consult the following chart.
= Slope Angle Chart:- almost equal to written elevation or more: easy slop - no hard terrain - unless agreed otherwise (if you decide it should be hard terrain indicate that by adding some rubbles, small rocks...etc)
- less than elevation but more than half (rounded down to nearest half an inch): hard slope - difficult terrain.
- less than half of elevation (rounded down to nearest half an inch): a drop (climb test and falling off rules are applied). you can use the model's status and climbing marker to indicate climbing status and to help calculate how far he climed so far or falls off from.
(if it's very close and argument is on, use a dice to rule it out. ex. 1-3 evil side's rules, 4+ good side's rules)
[/spoiler]
[h2]CLIMBING Drops:[/h2]
[spoiler]= Because of bird's eye view a drop of 3" sheer drop may not look like a 3" measured by a rules on the game board. to resolve this just place the model on the slope as best as you can and use the model's status to indicate how far he is from the ground (or lower level).
= this rule only applied to the drops (less than half of the elevation (measured with a ruler). other slopes use the ruler's measurement in movement as usual.[/spoiler]
[h2]CAN SEE:
(this is to test seeing another model on top of the feature or around it)[/h2]
[spoiler][h2]= Drop:[/h2]
- The Model Climbing: sees clearly once he's within Peek Over limit. or Partially if the Model on The Top is touching the edge or the barrier at the edge that the Model at The Top can Peek Over.
- The Model on Top: Sees Partially once the Model Climbing in Peek Over limit. Sees Clearly only when the Model Climbing Stands on top. If the Model on Top is touching the edge he can see the climbing Model all the way (and he's defending the high ground too!!), or touching the barrier at the edge that the Model at The Top can Peek Over.
[h2]= Slope:[/h2]
- Each one of the Models: sees Partially if the distance between them is less than the sum of their both peek over limit from the chart above. And sees Clearly once he's within Peek Over limit or if the Model at the top is touching the edge.
= Examples:
- A dwarf going up a slope can see a troll over the top partially if the base to base distance is less than 3.5" (1"+2.5") and the dwarf is still out of its Peek Limit (more than 1" away from the edge of the Top).
- In the same situation as above but the Dwarf is within the Peek Limit (1" from the edge of the Top), then he can see the Troll clearly and the Troll can only see him Partially untill the dwarf really reachs the the Top and stand on it.
- A dwarf climbin a drop can't see a troll over the top in spite its base to base distance is less than 3.5" (1"+2.5") and the dwarf is still out of its Peek Limit (more than 1" away from the edge of the Top). That's because there is no partial sight in this case, the dwarf must be within the Peek Over Limit and then he sees clearly as his eyes is over the edge.
[h2]Around Barriers:[/h2]
- Draw the LoS from the model's head to the target model's base.
- scan all the base from tip to tip to see if any thing cuts the LoS.
- if no, the target is clearly seen. otherwise partially or can't see at all depending on how much is blocked from the circle of the base.
Note: use the trunk of the tree (highlight the tree and press ctrl+t to show it).[/spoiler]