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View Full Version : D&D 3.x Other HeroGrinder rules feedback - FOV vs Hide



Herogrinder
2016-08-23, 10:16 AM
We turn to you again to help us find answers to questions related to our work and passion, a new turn-based online multi-player arena game we work on, called HeroGrinder.

This time we would like to know how you would implement the field of vision (FOV) and how the hide skill would work in relation to it.

In the d20 system there's a 360 degree of FOV and you can hide only if the terrain allows it. That basically means that you can't sneak past a door or close on an unsuspecting character unless your DM specifically rules that it is unaware of you. This rule sums it up: Being Observed: If people are observing you using any of their senses (but typically sight), you can't use Stealth. Against most creatures, finding cover or concealment allows you to use Stealth.

In our case we introduced facing (which costs action points) and have a 180 degrees arc FOV before (including the line of the occupied tile) the character with the rest being unobserved area. We allow hide skill checkes outside the FOV. Some spec conditions or feats allow you make hide checks in the FOV (Hide in plain sight) or to have no checks made at all (invisibility). This way we can make sure that characters can be surprised, and this also creates more need for strategic movement.

Covers act only as FOV blockers, just like walls, but with 3 different height levels that block out different stances (small, medium, large cover vs. standing, kneeling, lying character statnces).

How would you sort this out in a d20 arena-shooter video game?

Thank you very much for your feedback,
The HeroGrinder Team