Steve Jackson Games - Site Navigation
Home General Info Follow Us Search Illuminator Store Forums What's New Other Games Ogre GURPS Munchkin Our Games: Home

Go Back   Steve Jackson Games Forums > Roleplaying > GURPS

Reply
 
Thread Tools Display Modes
Old 04-06-2015, 04:28 AM   #1
vicky_molokh
GURPS FAQ Keeper
 
vicky_molokh's Avatar
 
Join Date: Mar 2006
Location: Kyïv, Ukraine
Default Night Vision gained from TL8 (bio)chemistry (P:ES?)

Greetings, all!

So, mad scientists rejoice, even though it seems like it's a bit early to celebrate. Still, any estimates on how much Night Vision [0] it provides while active?

Assuming that the enhanced person saw/identified 100% of objects, while normals identified about 33%, at 50 yards, here's my rough estimate:
Vision 10, Plain Sight +10, 50 yards -8, 3 levels of darkness for -3, netting a roll against 9 (about 37% success rate). That's for normal people.
Getting 3 levels of Night Vision would up the roll to a 12, for a 74% rate of success, at which point there is no more NV to be had to compensate penalties.

Seems a bit underwhelming for 'from 1/3 to 100%-ish'. Perhaps more of a darkness penalty is a factor?
Thoughts?

Thanks in advance!
__________________
Vicky 'Molokh', GURPS FAQ and uFAQ Keeper
vicky_molokh is offline   Reply With Quote
Old 04-06-2015, 10:30 AM   #2
Anthony
 
Join Date: Feb 2005
Location: Berkeley, CA
Default Re: Night Vision gained from TL8 (bio)chemistry

Quote:
Originally Posted by vicky_molokh View Post
Seems a bit underwhelming for 'from 1/3 to 100%-ish'. Perhaps more of a darkness penalty is a factor?
This is mostly an issue with how vision modifiers work. Realistically, tests under controlled conditions (vision or lots of other things) go very rapidly from always succeed to always fail, and the much more modest modifiers in GURPS (or other games) are because tests don't occur under controlled circumstances and there's a bunch of weird things that can happen but are impractical to track that can dramatically alter the probabilities.
__________________
My GURPS site and Blog.
Anthony is online now   Reply With Quote
Old 04-06-2015, 02:25 PM   #3
MechaMage
 
Join Date: Jun 2014
Default Re: Night Vision gained from TL8 (bio)chemistry

Quote:
Originally Posted by Anthony View Post
Realistically, tests under controlled conditions (vision or lots of other things) go very rapidly from always succeed to always fail, and the much more modest modifiers in GURPS (or other games) are because tests don't occur under controlled circumstances and there's a bunch of weird things that can happen but are impractical to track that can dramatically alter the probabilities.
Perhaps then the approach is to 'take 10' in the vein of D&D, to represent the controlled circumstances?
MechaMage is offline   Reply With Quote
Old 04-06-2015, 02:33 PM   #4
Anthony
 
Join Date: Feb 2005
Location: Berkeley, CA
Default Re: Night Vision gained from TL8 (bio)chemistry

Quote:
Originally Posted by MechaMage View Post
Perhaps then the approach is to 'take 10' in the vein of D&D, to represent the controlled circumstances?
It's not my favorite implementation, but some sort of 'reduced randomness under controlled conditions' rule would be a good thing, probably as a replacement for the normal out of combat modifiers (i.e. rather than getting a +4 or whatever, you roll 3d6/2+1 or something).
__________________
My GURPS site and Blog.
Anthony is online now   Reply With Quote
Reply

Tags
bio-tech, chemistry, enhanced senses, night vision

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Fnords are Off
[IMG] code is Off
HTML code is Off

Forum Jump


All times are GMT -6. The time now is 03:20 PM.


Powered by vBulletin® Version 3.8.9
Copyright ©2000 - 2024, vBulletin Solutions, Inc.