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Old 08-12-2013, 10:33 PM   #31
Kallatari
 
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For sneaking up on someone who's looking your direction, in open terrain, it's probably optimistic. An awful lot of the point of stealth skill is picking routes that aren't in open view, and/or moving when they aren't looking.
Ok, so how would you game determining if a random bystander looks in your direction or not? By not applying +10 against to Vision in a contest against a successful Stealth roll? (But applying it if he failed...)
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Old 08-12-2013, 11:49 PM   #32
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Ok, so how would you game determining if a random bystander looks in your direction or not? By not applying +10 against to Vision in a contest against a successful Stealth roll? (But applying it if he failed...)
I'll noodle on this, but my first, totally untested, reaction is that you win a Contest of Per vs. Stealth then the plain sight bonus goes away. Or maybe if you win the contest, you penalize the other guy buy twice margin of victory; you lose the contest, then you don't double the margin.

I'll need to play. Thanks in any case for reading!
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Old 08-13-2013, 12:27 AM   #33
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I'll noodle on this, but my first, totally untested, reaction is that you win a Contest of Per vs. Stealth then the plain sight bonus goes away.
That's what I thought of as well. But it makes defaulted rolls suck more than they already do.
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Old 08-13-2013, 12:37 AM   #34
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Well, one issue with default sneaking is that it's a skill of 5, and on a quick contest that means you can actually see someone trying to sneak who you can't see normally (say, range 500 yards, so the viewer is rolling vs a 6. If both people roll a 10, the viewer fails by 4, the sneaker fails by 5, and the sneaker is seen).

Stealth is one of a number of cases where the range/speed chart produces dubious numbers. A person who's competent (skill 12) is better than someone untrained (skill 5), but that probably doesn't mean 1/15 the detection range.
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Old 08-13-2013, 02:35 AM   #35
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Have you found the source to this, because I'm also interested in confirming this. Basically, I'm trying to determine exactly what ramifications giving a flat +10 bonus to all Vision rolls have against skills like Stealth and Camouflage.
There was this article 'The Art of Camouflage' from the old Pyramid (September 2005), but I can't see anything about negating the +10 plain sight bonus - in fact, that article seems to assume that modifier as the base starting point for contests against Camouflage.
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Old 08-13-2013, 09:27 PM   #36
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Yay! After a long haitus, the DF group gets together to continue to play Jade Regent using GURPS Dungeon Fantasy. We attempt to slay the iconic pathfinder white dragon!
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Old 08-15-2013, 06:42 PM   #37
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Thursday is GURPS-Day, and Welcome to the August edition of Melee Academy! Today's topic is Reach. How to use it, how to enter into it, and things to be aware of when dealing with weapons with slightly disparate Reach.
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Old 08-15-2013, 06:52 PM   #38
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Today was also a Melee Academy day, with the Reach topic being covered by Peter Dell'Orto and Mark Langsdorf as well.
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Old 08-23-2013, 08:43 AM   #39
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I ponder some of the points raised in the RoF discussion. Mostly about lasers and the assumptions of what an Rcl 1 weapon means. I'll revisit this one a few times in the future.
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Old 08-23-2013, 09:29 AM   #40
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Default Re: Gaming Ballistic - GURPS Content Posts

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I ponder some of the points raised in the RoF discussion. Mostly about lasers and the assumptions of what an Rcl 1 weapon means. I'll revisit this one a few times in the future.
I've got things to reply, but I'd rather reply to a post around here. Waiting for the revisit to reply, since it seems some points I should've clarified more, while others spawned a potential for fruitful discussion.

Edit: Nah, I'll just reply right away. No point in making you post what you already did.
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