12-24-2013, 02:02 AM | #21 | ||
Join Date: Feb 2005
Location: Berkeley, CA
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Re: Flashlights in combat
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It interferes with trying to see by the light being generated; blinding effect on someone it's pointed at is probably not significantly different from a normal bright light. If you're trying to see by a strobe, it interferes with your vision between pulses, and if the pulses are bright enough, basically reduces your visual frame rate to the pulse rate of the strobe. Last edited by Anthony; 12-24-2013 at 02:08 AM. |
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12-24-2013, 04:42 AM | #22 | ||
Join Date: Nov 2004
Location: Switzerland
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Re: Flashlights in combat
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It is my simple impression that a high powered flashlight is very potent in a brawl. I also believe that there is not much finesse required to point the light-cone at an enemy. If I look at basic boxing stances both hands would only need a minor re-positioning to hold and aim a flashlight. You could probably make a whole street-fighting-MA-style with two flashlights. I think you need a pretty big knife for the same combat potential. Flashlights have a very similar potential to pepper-spray with advantages and drawbacks (are there rules for pepper-sprays?) Pro Pepper-spray - Incapacitates enemy for a prolonged period of time. Especially god if you want to get away. - Immediately recognized as a weapon (Advantage and Disadvantage, being recognized as a weapon might prevent a conflict) Pro Flashlight - Not immediately recognized as weapon - Multiple use, much lower maintenance - Anything short of welding goggles does not protect - Easier access / legality. Can be carried everywhere. This might also be important if the enemy gets hurt badly, because you defended with a flashlight and did not attack with a pepper-spray (Legal problem). - Not affected by wind! Quote:
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I'm not a Munchkin, I'm the Munchkin's Advocate Last edited by Der Wanderer; 12-24-2013 at 04:45 AM. |
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12-24-2013, 05:51 AM | #23 |
Join Date: Nov 2008
Location: Augsburg, Germany
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Re: Flashlights in combat
For a lower-tech, cinematic take on this there is the fight with rapiers and shuttered lanterns between Michael York and Christopher Lee in the 1973 The Three Musketeers.
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12-24-2013, 06:28 AM | #24 | |
Night Watchman
Join Date: Oct 2010
Location: Cambridge, UK
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Re: Flashlights in combat
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Turning the light on suddenly has surprise value, once per fight, but you need it as a free action, since keeping a light pointed at someone is going to be an attack. |
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12-24-2013, 07:41 AM | #25 | |
Join Date: Dec 2009
Location: Caxias do Sul, Brazil
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Re: Flashlights in combat
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Incapacitating god seems awfully powerful.
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I've revised the Low Tech weapons table: http://forums.sjgames.com/showthread.php?t=112532 |
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12-24-2013, 09:57 AM | #26 |
Join Date: Jul 2008
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Re: Flashlights in combat
You know, it's implied by the writing that the Tactical Shooting dazzle rules are applicable to dark-adapted eyes, not necessarily to all eyes all the time. However, the roll doesn't actually make any reference to dark-adaptation, and losing dark-adaptation is only the least of the drawbacks.
If applied universally, one would think that the average person looking up on a sunny day would be visually impaired for a few minutes.
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I don't know any 3e, so there is no chance that I am talking about 3e rules by accident. |
12-24-2013, 10:00 AM | #27 | |
Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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Re: Flashlights in combat
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12-24-2013, 01:04 PM | #28 | |
Join Date: Apr 2005
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Re: Flashlights in combat
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Okay, instead of getting distracted with semantics about whether a flashlight is or is not still great despite more advanced flashlights existing, how about the actual point I was making: The Mini-Mag is listed as having a 100-meter range by the manufacturer, but you'd be lucky to even notice the light-on-target at 100 meters on anything smaller than a building. Amusingly, from what I can find, the Olight S10 is also listed as having a roughly 100 meter "max" range, despite hitting 400 lumens. From the demonstrations I've seen, I seriously doubt it would count as 100 meter range in GURPS. The GURPS range isn't the distance that you can see any light on the target, it's the range where it will illuminate an area enough to light a target as well as if they were holding a torch or standing next to a fire. A 100-meter range Mini Mag will absolutely not do this, and even many of the 100-meter LED lights would fail to reach that. From the context of how the rules work and comparing to other light sources, it looks like the GURPS range for light sources is closer to 1 lux (Give or take a fair amount due to the iffiness of working backwards like this with some vague terms). That's because the rules specify a light's range as the distance it can illuminate an object and reduce darkness penalties to only -3, with twilight (Roughly 1 lux) listed as -2 to -3. Illuminating enough to remove all lighting penalty would require a few orders of magnitude more light: even 100 lux (A "very dark overcast day") is still -1 penalty. Okay, but I'm not sure what this has to do with what I was talking about... |
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12-24-2013, 04:17 PM | #29 | |
Join Date: Feb 2005
Location: Berkeley, CA
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Re: Flashlights in combat
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I'm not aware of a 'standard' for flashlight range; that's just what MagLight used as a standard. In GURPS terms, what you want is the range at which it generates a darkness penalty of zero, which is somewhere between 3 and 5% of the above range. |
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12-24-2013, 06:59 PM | #30 | |
Join Date: Apr 2005
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Re: Flashlights in combat
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All together it suggests to me that the small tactical light in High Tech, which apparently reduces vision penalties to only -1 within 25 yards, is fair, possibly even generous. Though now it makes me wonder how other night-shooting aids work with tactical lights. Would using tritium-illuminated sights and a tac light give zero vision penalty? That might be a little silly, but I could see arguments made either way. |
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Tags |
blinding, brightness, combat, flashlight |
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