Originally Posted by
Trenloe
The basics of cover are in theory ruleset agnostic, but just look at different RPG systems - for example: draw a line from one corner to any of the corners on the target creature; or draw the line from the middle of one square to the middle of another, or from one corner to one corner, or... etc., etc.. So, I don't see how "cover" itself can be added to a base (CoreRPG) system - as there are too many different ways of working out cover, because it can be so different, there really isn't much that can be programmed into base FGU - other than a basic handler function, like getObstructionsOnThisVector(startX, starty, endX, endy) but then the RPG system would have to work out how to call that, how many times to call it, and how to interpret the "obstruction" data returned.