01-04-2012, 02:47 PM | #1 |
Join Date: Dec 2007
Location: Brooklyn, NY
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Vision and 3D
Normal vision is defined as being able to see a 120º arc in front of him without turning his head, 30º of peripheral vision to either side (giving total 180º arc). Peripheral Vision boosts that to 240º arc, 360º Vision makes it all around, No Peripheral Vision shrinks it to 120º, and Tunnel Vision reduces it to a 60º wedge.
Maybe I missed something, but what are the rules for how the arc of vision one has corresponds to how one notices things in three dimensions, meaning also vertically? Or is there any relationship at all? If not, what would it take to extend one's vertical arc of vision?
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-JC |
01-04-2012, 10:39 PM | #2 |
Join Date: Dec 2006
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Re: Vision and 3D
I think I'd likely go with identical arcs vertically, and have peripheral and tunnel vision expand and contract that normally.
I'm not sure I'd even allow an 'only vertically' limitation, as the target could always turn there perspective sideways to enjoy the benefit in most situations; ~-10% if someone could convince me otherwise (For the same reason that 'turn your head sideways' now equals 'get horizontal peripheral vision', turn it normal is 'get vertical peripheral vision'.) |
01-05-2012, 12:04 AM | #3 | |
Join Date: Jun 2005
Location: Lawrence, KS
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Re: Vision and 3D
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Bill Stoddard |
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01-05-2012, 11:50 AM | #4 | |
Join Date: Dec 2006
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Re: Vision and 3D
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I mean it's basically the accessibility limitation 'only in 50% of situations' that has the FURTHER limitation of 'unless you turn your head sideways'. Right off the bat 'only in 50% of anticipated situations' is only a 40% modifier (Because PCs will attempt to manipulation situations to only be within the accessibility). Then that limitation itself has an inconvenience accessibility (If I turn my head I can negate the disadvantage)- as an outright limitation on an advantage having to turn ones head sideways is at best a 20% limitation; reversing that (loose 80% of the limitations value) leaves -8%. There then must be some other accessibility limitation for 'power stops working, normally, when head tilted sideways', which is likely another -8%. So I revise my original ballpark of -10% and change it to -15%, but still feel that -40% is WAY too high for such an easily surmountable limitation. |
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01-05-2012, 02:36 PM | #5 |
Join Date: Sep 2004
Location: Canada
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Re: Vision and 3D
I don't know about you, but if I walk around with my head turned sideways all the time, I end up with a sore neck and balance problems. It's worse in combat, where you're constantly restricting the mobility of your upper body, and throwing off your inner ears, which are designed to be used optimally when you stand upright, not twisted sideways.
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01-05-2012, 05:56 PM | #6 | |
Untagged
Join Date: Oct 2004
Location: Forest Grove, Beaverton, Oregon
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Re: Vision and 3D
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01-05-2012, 06:48 PM | #7 | |
Join Date: Jun 2005
Location: Lawrence, KS
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Re: Vision and 3D
Quote:
Bill Stoddard |
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01-06-2012, 11:18 AM | #8 | |
Join Date: Aug 2004
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Re: Vision and 3D
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I thought this came up before, but a quick search failed to turn up a relevant thread. It might be worth a PM to Kromm. |
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Tags |
arc, peripheral, restricted vision, tunnel vision, vertical, vision |
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