One edge-case of the combat Zones that we came across was this:
Two of the Zones of the combat area were two separate rooms connected by an open doorway. A bad guy had taken up position in cover in the middle of the room, and a player character with a pistol had taken up cover by the doorway. Now technically, the two characters were in different adjacent zones, so the bad guy would be at Medium range. However, we couldn't help but notice if the bad guy too had positioned himself at the doorway, the Zones would still have him at Medium range, even if the two characters in reality would be standing within arms reach of each other.
We decided to ignore the problem for that time (we were getting to learn the system), and later I've tried to avoid the issue by drawing combat zones to SURROUND features rather than have features define the BOUNDARIES. This isn't always feasible - e.g. a combat taking place in a building is best defined by having each room be a separate zone in my opinion. I need to figure out a good way to deal with grey-area situations like these.
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