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In D&D 3.5 the rules for cover and concealment have been simplified.
Cover always grants a +4 modifier to AC regardless of how effective
it is, and concealment grants either a 20% miss chance for anything
less than total concealment, and a 50% miss chance for total concealment
(such as being invisible).
I strongly disagree with this simplification of the rules. I think
it makes much more sense someone cowering the other side of an arrow-slit
to be better protected against mêlée and ranged attacks
than someone crouching behind a bush. Therefore, in a departure
from the norm I declare that the D&D 3.0 rules stand in regard
to cover and concealment.
As the original tables are no longer widely available, I reproduce
them here:
Cover
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Degree of Cover
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Example
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AC Cover Bonus
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Cover Ref Save Bonus
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One-quarter
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A human standing behind a 3 foot wall.
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+2
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+1
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One-half
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Fighting from around a corner or a tree; standing
at an open window; behind a creature of the same size.
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+4
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+2
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Three-quarters
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Peering around a corner or a tree.
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+7
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+3
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Nine-tenths
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Standing at an arrow slit; behind a door that
is slightly ajar.
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+10
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+4 *
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Total
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On the other side of a solid wall.
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---
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---
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* - half damage if save is failed, no damage if save is successful.
Note: The feat Sharp-Shooting gives +2 to hit foes who enjoy
some degree of cover. The feat, Improved Precise Shot ignores all
cover modifiers although you still cannot attack someone who enjoys
total cover.
Cover and Firing into Mêlée: If you throw or
shoot a ranged weapon at a foe engaged in mêlée combat
with an ally (or anyone else) you have a chance to hit your ally
by mistake. Your ally is considered to give the target one-half
cover, granting a +4 cover bonus to the foe's armour class. Make
your attack roll. If your roll is good enough to strike the foe
normally, but falls short of the new target number the weapon is
judged to have hit the cover - i.e. your friend.
Now compare the same attack roll to your friend's armour class.
If it is good enough to hit him then it does so and deals normal
damage. You will have some profuse apologising to do. If the roll
is not good enough to hit your friend then the arrow misses completely.
At the GM's discretion a cover bonus of less or greater than +4
could be applied to the foe's armour class depending on circumstances.
For example, if the enemy is an ogre and your friend is a gnome
then the gnome is going to give the target significantly less cover.
Equally if eight of your allies are pounding away on the one enemy,
then the foe may enjoy nine-tenths cover (+10 to AC). If more than
one ally is attacking the foe then roll a random dice to see which
ally your weapon would have struck.
If you have the feat, Precise Shot, you can fire into mêlée
without any risk of hitting your allies. You also ignore the cover
bonus your allies grant the foe. However, Precise Shot does not
help you circumvent normal cover, such as a low wall or a bush.
The feats Sharp Shooting and Improved Precise Shot will reduce help
in this respect (see above).
Concealment
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Concealment
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Example
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Miss Chance
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One-quarter
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Light fog; moderate darkness; light foliage.
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10%
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One-half
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Blur spell; dense fog at 5 ft (such
as obscuring mist).
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20%
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Three-quarters
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Dense foliage.
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30%
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Nine-tenths
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Near total darkness.
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40%
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Total
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Invisibility; attacker blind; total
darkness; dense fog at 10 ft.
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50% *
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* - and must guess the target's location.
Note: The feat Improved Precise Shot ignores all concealment
modifieres short of total concealment.
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