01-11-2021, 10:05 AM | #11 | |
Join Date: May 2010
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Re: Weak infravision for half-orcs and such
Quote:
And to be clear, the problem I'm trying to solve is just that it seems unintuitive that a human / Infravision-haver half-breed would have Night Vision 5 as written. I assume this was done to avoid too much complexity, which is fine, what I want to know is what a good solution would be if you're tolerating a bit of complexity. |
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01-11-2021, 10:15 AM | #12 |
GURPS Line Editor
Join Date: Jul 2004
Location: Montréal, Québec
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Re: Weak infravision for half-orcs and such
Shrug.
At some point, it might just be simpler to say "Strong dungeon-sight is what GURPS calls Dark Vision [25], which eliminates the full -10 for total darkness. Weak dungeon-sight is Night Vision 5 [5], which eliminates half the penalty but always requires at least some light." Then notice that these should cost 10 and 5 points for the penalty eliminated, but that the 25-point version has a 15-point premium for "works even without any light" which is priced on a par with See Invisible [15], because it changes "can't see" to "can see" under certain circumstances. I wouldn't call it more complicated. I'd just call it expensive if PCs will ever have Dark Vision. If they won't, you don't really care.
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Sean "Dr. Kromm" Punch <kromm@sjgames.com> GURPS Line Editor, Steve Jackson Games My DreamWidth [Just GURPS News] |
01-11-2021, 10:36 AM | #13 |
Join Date: Feb 2005
Location: Berkeley, CA
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Re: Weak infravision for half-orcs and such
You can make it closer by changing the pricing of night vision to [2]. Low levels of night vision are actually amazingly powerful, so it's a reasonable deal even at [2].
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