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Old 04-07-2015, 10:37 AM   #21
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Default Re: [P:ES] Smell: military advice vs. RAW distance penalties

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Originally Posted by vicky_molokh View Post
It seems like the idea of multiplying range modifiers is pretty alien
Why did that come up? It's just a large positive or negative modifier.
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Old 04-07-2015, 11:48 PM   #22
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Default Re: [P:ES] Smell: military advice vs. RAW distance penalties

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Originally Posted by Anthony View Post
Why did that come up? It's just a large positive or negative modifier.
From this:
Quote:
Originally Posted by johndallman View Post
Another option: the right wind conditions and direction can alter effective range for scent by factors of 100 or more.
'By a factor of X' seems to mean multiplying. Emily asked why I consider it unGURPSy, and this is the only instance of 'unGURPSy' in this line of discussion up to that point.
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Old 04-08-2015, 12:34 AM   #23
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Default Re: [P:ES] Smell: military advice vs. RAW distance penalties

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Originally Posted by vicky_molokh View Post
From this:

'By a factor of X' seems to mean multiplying.
x100 range is a -12 modifier. /100 is a +12.
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Old 04-08-2015, 12:50 AM   #24
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Default Re: [P:ES] Smell: military advice vs. RAW distance penalties

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Originally Posted by Anthony View Post
x100 range is a -12 modifier. /100 is a +12.
For Size/Speed and Range Table modifiers, such as vision, not for -1/yard modifiers such as canonical default/normal human smell.
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Old 04-08-2015, 02:21 AM   #25
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Default Re: [P:ES] Smell: military advice vs. RAW distance penalties

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Originally Posted by vicky_molokh View Post
For Size/Speed and Range Table modifiers, such as vision, not for -1/yard modifiers such as canonical default/normal human smell.
Oh, I ignored that rule; smell should be on the SSR table, it's just that humans are really bad at it.
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Old 04-10-2015, 02:54 AM   #26
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Default Re: [P:ES] Smell: military advice vs. RAW distance penalties

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Originally Posted by Anthony View Post
Oh, I ignored that rule; smell should be on the SSR table, it's just that humans are really bad at it.
Ah, so you're with the 'Humans should start with one level of Long-Range Smell for free' variant. That was unexpected - you seem to be mostly sceptical of human (and non-human) abilities.
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Old 04-10-2015, 03:12 AM   #27
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Default Re: [P:ES] Smell: military advice vs. RAW distance penalties

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Originally Posted by vicky_molokh View Post
Ah, so you're with the 'Humans should start with one level of Long-Range Smell for free' variant.
Sort of. I also think the modifier for discriminatory smell should be around +10. The human sense of smell doesn't follow a different scaling law than other animals, we're just really bad at it.

Honestly, I can't even think of a sense where -1/hex is appropriate; I'd eliminate the entire concept.
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Last edited by Anthony; 04-10-2015 at 03:26 AM.
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Old 04-10-2015, 03:20 AM   #28
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Default Re: [P:ES] Smell: military advice vs. RAW distance penalties

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Originally Posted by vicky_molokh View Post
It seems like the idea of multiplying range modifiers is pretty alien, coming up only in the odd case of Zen Archery/Marksmanship, and IIRC some obscure earthquake-related spell in Magic, both feeling like 3e'isms that survived from the Era of Myriad Exceptions.
The only two spells that mention earthquakes are Predict Earth Movement and Earthquake itself, I think you may be talking about the later, which divides distance by 20 when determining skill modifier (Which could be used to make battle magic work)
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