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Old 11-11-2017, 07:59 AM   #7
sir_pudding
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Default Re: [Basic] Disadvantage of the week: Bad Sight, Blindness and Night Blindness

Quote:
Originally Posted by RogerBW View Post
This (along with related sensory disads) is curiously asymmetrical: there's a generic Acute Senses, but the equivalent of Dull Senses is modelled separately for each sense, and it tends to be less nuanced. Where's the disadvantage that gives you a slight sense penalty? Is it just that anything less severe than this grade of Bad Sight is not regarded as interestingly playable (and that anything more might as well be full-on Blindness)?
This is a design philosophy you see in several places: Arm ST vs Weak Arms, High Manual Dexterity vs. Ham-Fisted, and so on. This reflects the principle that anybody who takes a disadvantage will arrange things to not be inconvenienced by it as much, so small incremental penalties aren't really significant. Personally, I like it, and actually wish there were less things in GURPS that need to be adjusted to some exact number, since exact numbers are usually not actually very important.

Also lesser vision penalties can be quirks.
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