However, I think ultimately the rules spell out that it is models that are shooting at units. For me, it works.
I'm not saying it doesn't work, so much as it's an indicator of a poorly executed system.
I base this on my experiences designing software. If you architect something, you start working on it, and you find yourself getting in all these situations where you have to code in special cases or handle similar things in totally different ways, even if you're able to code around it, you should start to question some higher level assumptions you made, and start thinking aboot a rearchitecture.
So I'm not saying that the inconsistency breaks the game, or can't be understood and played through. It's just a sign that the system wasn't through through, and instead of laying a foundation so the walls lined up, they just patched crap and moved on.
If you don't like it, you need to ask yourself, "might i be wrong here?"
I don't think so. It's a level of tolerance. What we get with 5e is a pretty straightforward, pretty objective system for determining
LoS. For some people, that's enough. I think everyone acknowledges that a model not being able to shoot because it's crouching is a bit silly, but they accept it as it comes with enough functionality for them to play confidently.
My argument is simply that I don't like the tradeoff, and would like the rules to be as robust and objective, but withoot annoying side effects in believability and modelling freedom. I think it goes without saying that I am correct that this would be better.
Is it attainable? Maybe not.
They try and impose REAL life expectations onto an ABSTRACT system.
FWIW, I don't base my objections on realism. I base them on what I view as a rules tradeoff that I don't think we should have to live with.
I mention the
IRL stuff only because it's interesting to me (I do a lot of real world shooting), and because people were talking aboot it.