01-30-2018, 01:51 PM | #1 |
Join Date: Dec 2012
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Vision Penalties in light for fantasy night creatures
I am building a series of races for a campaign and I was wondering about fair pricing for a native light level for their eyes that results in penalties when it is above that level. My thought (and something I have seen in unofficial write-ups) is that I could set a native light level as a 0 point feature with levels above that receiving penalties. However, I am wondering if this is fair since the "no penalty" to to vision range is HUGE compared to each individual level of penalty. For reference, I am using the light table found in this official post to base it off of, though I understand it is almost the same as what is found in Tactical Shooting and Mysteries.
For instance, I want my orcs to be able to see in deep twilight (normally -3) and "full moon" (-4) at no penalty, but to take penalties both above and below that. As a result, I gave them the 0 point feature of a native light level of -3 and night vision 1 for 1 cp so that they take no penalty at either light levels -3 or -4, but any darker or brighter than that, they start taking penalties. Is this fair, or should setting their native light level at -3 be a disadvantage worth some points? Thanks! |
01-30-2018, 01:57 PM | #2 |
Join Date: Nov 2008
Location: Yukon, OK
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Re: Vision Penalties in light for fantasy night creatures
Yep that sounds fair to me. I dont recall seeing exactly that set up before but setting the base level at something different is official enough.
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01-30-2018, 02:02 PM | #3 |
Join Date: Jan 2007
Location: Scotland
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Re: Vision Penalties in light for fantasy night creatures
im sure ive seen this as a 0 point feature in one of the fantasy supplements in Orcs ?
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01-30-2018, 02:06 PM | #4 |
Join Date: Jan 2007
Location: Scotland
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Re: Vision Penalties in light for fantasy night creatures
its a feature in the dungeon fantasy next level for trolls its called night adapted vision its basically what you described
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01-30-2018, 02:12 PM | #5 |
Join Date: Jun 2005
Location: Lawrence, KS
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Re: Vision Penalties in light for fantasy night creatures
It was first defined in GURPS Fantasy, with slightly different rules but in a similar spirit.
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Bill Stoddard I don't think we're in Oz any more. |
01-30-2018, 02:18 PM | #6 |
Join Date: Feb 2005
Location: Berkeley, CA
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Re: Vision Penalties in light for fantasy night creatures
RAW, changing your default light level is a zero point feature. Realistically, it should probably be a net disadvantage if it applies to the entire zero penalty range; if you want to be a bit fairer, I would use my original light level table here and assume that you can shift your zero penalty range (levels +0 to +4) as a zero point feature. Thus, a purely nocturnal species might be fine at light levels -1 to -5, and would be at -5 in full sunlight.
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01-30-2018, 03:04 PM | #7 |
Join Date: Dec 2012
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Re: Vision Penalties in light for fantasy night creatures
I thought I had seen it somewhere official before! Fantasy p. 130, thank you. It would have been much easier if in my early GURPS acquisitions I had bought everything in pdf so that I could search them (and take them with me without a really heavy backpack). Oh well, live and learn.
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Tags |
darkness penalties, fantasy races, night vision |
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