|
|
|
#1 |
|
Join Date: Jun 2007
|
So, Ultra-Tech page 114 mentions that in the case of haze, rain, smoke, etc, tha target of a high-energy laser attack gets DR equal to the vision penalty in yards. Now, where can I find examples of such vision penalties, especially for atmospheric conditions (I'm guessing the smoke penalties listed under smoke grneades and such are per yard). Are they in the Basic Set, because I can't find anything about vision penalties except for darkness and Obscure, neither of which seems to be per yard, and don't help me much with atmospheric conitions like rain anyway.
|
|
|
|
|
|
#2 |
|
Join Date: Nov 2005
Location: Midwest, USA
|
Hmm... I'm not sure either. In for the answer.
Page 548: "Partial darkness, fog, smoke, etc.: -1 to -9 (GM’s option)"
__________________
. "How the heck am I supposed to justify that whatever I feel like doing at any particular moment is 'in character' if I can't say 'I'm chaotic evil!'"? —Jeff Freeman |
|
|
|
|
|
#3 |
|
Join Date: Jun 2007
|
Yeah but that doesn' give me any particular help in determining how bad the penalty should be, and I'm not familiar enough with high-powered laser systems to eyeball it.
|
|
|
|
|
|
#4 |
|
Join Date: Oct 2009
|
I'll add a question ... What kind of vision penalty corresponds to what light source? There is something like this for hearing in the Basic Set on the Sense Rolls page, but I couldn't find anything for light. The framing is -10: pitch black and 0: daylight, I guess, and I don't feel bad about judging this on the fly, but I'm curious if someone has a nice list. This of course would also need to be adjusted for distance in some way (including smoke), with different rates of fall-off depending on what part of the sphere the light covers, the focusing etc (luckily there are not a lot of optical elements in a medieval torch or a camp fire).
Thanks! Ts |
|
|
|
|
|
#5 |
|
Join Date: May 2008
Location: CA
|
I'd put 0 for normal interior lighting as well, which is significantly less bright than daylight. You just don't get a bonus for an area that's really bright until it gets so bright that you get a penalty.
|
|
|
|
|
|
#6 |
|
Join Date: Sep 2007
|
Perhaps Anthony will post his house rules on a non-geocities web page. I can't find that even at archive.org now.
|
|
|
|
|
|
#7 |
|
Join Date: Oct 2004
Location: Yorkshire, UK
|
GURPS Mysteries has some Sense Roll Modifier Tables including Darkness Modifiers (p47) covers the full 0 to -9 range.
The 3e to 4e Conversion changes Smoke to Obscure (Vision) 10, which would equate to a -10 vision penalty. Otherwise you're mostly looking at GM's option as listed in Basic! |
|
|
|
|
|
#8 | |
|
Join Date: Sep 2004
Location: Orange County, VA
|
Quote:
edit - above fnorded out because I should really wake up before responding to a post. Last edited by cccwebs; 11-02-2009 at 11:40 AM. |
|
|
|
|
|
|
#9 |
|
Join Date: Aug 2007
Location: Vermont, USA
|
It's the vision modifier of the obscurement, not the vision modifier due to range:
"Rain, fog, smoke, snow, and similar weather or atmospheric conditions interfere with all high-energy lasers, adding extra DR to the target equal to the vision penalty (per yard). Thus, if a yard of smoke would be -10 to vision, then each yard gives DR 10; if every 100 yards of haze gives -1 to vision, then 1,000 yards provides DR 10." (p. UT114) So: haze (-1/yard), smoke (-10/yard). I'd just break it into three categories and call it a day: light obscurement (1 DR/yard), moderate obscurement (3-5 DR/yard), heavy obscurement (10 DR/yard). |
|
|
|
|
|
#10 | |
|
Join Date: Feb 2005
Location: Berkeley, CA
|
Quote:
|
|
|
|
|
![]() |
| Tags |
| ultra tech, ultra-tech |
| Thread Tools | |
| Display Modes | |
|
|