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#1 | |||||
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Join Date: Sep 2007
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One reason there are new rules for illumination in Enhanced Senses is that the existing examples in early 4e works are simply not consistent. Those early sources weren't examples derived from this set of rules, unpublished but known to SJG authors; this set of rules was worked out afterward, matching the existing rules as nearly as possible, and just ignoring the outliers where necessary. It's nice that this example works out, but don't expect every existing reference in other rules to line up exactly. (I tried, once, while looking at Anthony's house rules for illumination, which were similar to the ones that appeared in Enhanced Senses.) Quote:
However, from your diagram, I'd say that the +10 to spot a light source is for just the light source itself, not everything within its illuminated radius. All those objects already have a light level that gives the penalty to spot them. It's easy to spot the torch, even a long way away. That doesn't make it equally easy to see everything around the torch; that's what illumination levels are for. The -7 for outside observers looking in is the confusing part to me. The penalties really ought to be a sliding scale based on the illumination level differences between observer and subject. They seem to be assuming everything not illuminated is at -10 (unlike the ambient illumination in your diagram), and that the observer is at that illumination. Quote:
Here's more than anyone wants to know on the topic. Turning that into gameable rules might be difficult. |
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#2 |
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Join Date: Feb 2005
Location: Berkeley, CA
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For those who are curious about the forum brouhaha, that's https://forums.sjgames.com/showthread.php?t=132662
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#3 |
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Join Date: Jun 2005
Location: Lawrence, KS
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The -7 is for the case where you've looked at a flashlight, or a campfire, or a torch, and your eyes have adapted to that light level, and now you turn and look into the darkness and you can't see anything, because your eyes haven't adjusted.
__________________
Bill Stoddard I don't think we're in Oz any more. |
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#4 |
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Join Date: Feb 2005
Location: Berkeley, CA
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Also, the listed brightness for a torch is at 1 yard; subtract 1 for 2 yards (actual effective distance will rarely be less than 2 yards, because the light source is usually held more than a yard above the ground). I originally gave brightness at 2 yards because of that. Penalty will routinely be -3 or worse in real situations because of distance.
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#5 | |
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Join Date: Sep 2007
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How about a time to readjust? A few seconds, just in my personal experience. Or maybe the penalty fades one point per second, if someone's will to track that. Matters in combat, but negligible when you've got time. |
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#6 | |
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Join Date: Jun 2005
Location: Lawrence, KS
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__________________
Bill Stoddard I don't think we're in Oz any more. |
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#7 |
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Join Date: Feb 2005
Location: Berkeley, CA
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It says in the box '2 minutes per -1'. Fast adaptation to changing illumination is mostly between levels that would both be considered 'no penalty' in GURPS (e.g. your typical 'come in from bright sun into a house interior' is dropping from something like 100,000 lux to 1,000).
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#8 |
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Join Date: Sep 2007
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So it does. That's a reasonable time for cone response. I had in mind the pupillary response, with perhaps the first point or so of the cone adaptation, two or maybe three levels of penalty. I don't have to wait for four minutes to be able to see after crossing from street lights to a normally lit residential room, or when stepping from a dim-to-normal room into a hall with no lights before becoming able to make out the stairs well enough that it's not dangerous to go down them.
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#9 | |
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Join Date: Feb 2005
Location: Berkeley, CA
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#10 | ||
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Join Date: Jun 2012
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Now, the only major question is the G-H situation on the diagram. It seems that G would be unable to see H despite being adjacent, and the different between the light levels being merely -1, while H would be able to see and attack G at -4. |
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| Tags |
| darkness, illumination, light, powers |
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