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09-22-2014, 02:26 PM | #1 | |
GURPS FAQ Keeper
Join Date: Mar 2006
Location: Kyïv, Ukraine
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[RAW] Compendium of Sense Rolls clarifications (looking for one . . .)
Greetings, all!
I'm starting this thread in the hopes of assembling, by mining the books and the forum, and getting sound advice, a reasonably complete compendium of clarifications about the way Sense Rolls work, whether due to ambiguities, omissions, implicit but non-obvious bits of info etc. Replies by official sources would be nice. Whatever the case may be, I'm looking specifically for RAW answers, not houserules. If this thread gets a reasonable amount of stuff cleared, I'll link or quote it into the uFAQ. Comprehension Rolls Something oft-missed, it seems. Comprehension rolls make the difference between the perceptive but not very analytical mind, and the absent-minded (lowercase) genius. A Sherlock Holmes type has both Per and IQ at high Vision The most commonly-used sense in games, it seems. Vision mostly relies on the use of Speed/Range modifiers (aka SSRT) and the Darkness Penalties, primarily. An extremely important bit is the Plain Sight modifier, which grants a +10 to notice stuff that isn't hidden, fine detail etc. Overall, it seems to provide reasonable results out of the box. But . . . Vision vs. Stealth and/or Camouflage. Okay, this is slightly puzzling. If someone is trying to stick to the shadows, or to use technical means to conceal oneself, it becomes a quick contest against the appropriate skill. But what happens if both things happen? Need to win two Quick Contests? Furthermore: Quote:
---- Hearing Okay, so Hearing gives a +1/-1 per halving/doubling distance. Yes, I know this is controversial, but essentially it's half the SSRT modifier. However, for many hearing checks, the two important questions are what is the default distance for a given noise, and what modifiers are typical. I.e.: A Normal Conversation has a default range of 4 yards. That means a 50/50 chance of hearing a normal conversation at this distance, which seems like an extremely poor chance. Which means that maybe there's some sort of implicit TDM similar to non-stressful tasks TDM there? At least +4 seems in order, perhaps even +6, as normal conversations are held at 2-4 very commonly, with little to no losses of messages. Stealth: Stealth is contested against Hearing, so it's important to know what distance is the default distance for the QC. The closest indication I can find is High-Tech, page 158, where 'a stalking person' is considered to be 40 dB(A) / ¼ yards range. That seems to indicate that a Stealth vs. Hearing contest at before reaching a 1-yard distance for a backstab will be rolled at -2 for Hearing. Then again, Hearing-2 is what one rolls to hear an invisible attack in combat. So maybe there is a hidden TDM for a less stressful situation? ---- Taste/Smell Taste is mostly straightforward, but I have no idea whatsoever what modifiers smell should take (for a non-Discriminatory character). Just how hard is a 'I hate it when they come home smelling like their ex-girlfriends' roll? How good is the several-molecules-per-million sense of smell that sharks possess (yes, I know Discriminatory gives +4)? How far can the scent of recently-shot gunpowder be detected with a Smell+0 roll? How does the modifier change from firing more than one cartridge? By type of cartridge? (I have a dull sense of smell, so figuring those answers empirically is extra-hard for me.) Stealth: Stealth is used at -5 against Discriminatory Smell . . . how does that interact with the range issue? ---- Scanning Sense Scanning senses have a designated range, after which they start accumulating stacking -2 penalties per doubling. But what are the modifiers to the Sense roll within the designated range? I mean, I suppose detecting something close to the sensor should be easier to detecting it near the very edge of the designated range. +2 at point-blank? It's kinda weird to have only a 50/50 chance to detect things real close, or even a 25% chance to miss a human-sized target at point-blank with a LADAR or the like. Stealth: seems like due to having a decent sense roll up to the designated range, Scanning Senses are a good way of negating stealth and camouflage. ---- So, any good ways to resolve those questions? Thanks in advance! |
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09-22-2014, 02:39 PM | #2 | ||
Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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Re: [RAW] Compendium of Sense Rolls clarifications (looking for one . . .)
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09-23-2014, 08:59 AM | #3 | |
GURPS FAQ Keeper
Join Date: Mar 2006
Location: Kyïv, Ukraine
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Re: [RAW] Compendium of Sense Rolls clarifications (looking for one . . .)
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Err, Mysteries seems like a mysterious dead-end branch of rules that eventually got overruled: Mysterious Hearing rules got overruled by High-Tech's dB(A) table, Mysterious Influences got overruled by Social Engineering, Mysterious Gear by High-Tech gear etc. I'm not sure how much this is an official stance. But it does seem to contain stuff that doesn't mesh with newer books. |
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09-23-2014, 09:38 AM | #4 | |
Join Date: Apr 2005
Location: France
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Re: [RAW] Compendium of Sense Rolls clarifications (looking for one . . .)
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Trying to hit a target at point blank range, for instance, requires a roll, even if the target is stationary. So, even if reason would indicate that trying to stealth someone who doesn't pay any attention to his surrounding is an utterly trivial task in reality, it is not in GURPS. It requires a roll: exactly as the target can suddenly move in the hit-at-point-blank-range situation, the attention of the victim of the stealth can suddenly be attracted by a light, a movement or a noise in the surrounding. Now, if someone does not pay any attention to his surrounding, he obviously has a penalty for the quick contest. And this penalty can be quite high. Something like -5 if he is reading a book, for instance, -7 if he is watching TV and -10 if he is asleep... These penalties are not at all official, though (just my GM's judgment). Last edited by Gollum; 09-23-2014 at 09:42 AM. |
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09-23-2014, 12:03 AM | #5 | |||||||||||
Join Date: Dec 2007
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Re: [RAW] Compendium of Sense Rolls clarifications (looking for one . . .)
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09-23-2014, 09:58 AM | #6 | ||
Join Date: Apr 2005
Location: France
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Re: [RAW] Compendium of Sense Rolls clarifications (looking for one . . .)
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Comprehension Rolls: A successful Sense roll means you noticed something. That is often sufficient, but in some cases, the GM may require a second roll to understand what you have sensed; e.g., to realize that the “owl hoot” you heard is really an Indian warrior, or that the faint scent you noticed belongs to the flower of a man-eating plant. This roll is against IQ for details that anyone could figure out, or against an appropriate skill if the significance would be lost on anyone but an expert. (GURPS Lite, page 24). Quote:
Now, if a player really insists on using both skills I would use the rules of Complementary Skills (Actions 2, page 5). After all, it makes sense. |
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09-23-2014, 10:07 AM | #7 | |
Join Date: Apr 2005
Location: France
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Re: [RAW] Compendium of Sense Rolls clarifications (looking for one . . .)
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Ordinary conversations don't require rolls in GURPS, exactly like driving into town for someone who knows how to drive, or finding the keys of your cars... In reality, we all fails such ordinary tasks regularly. Which means that if it become important for an adventure (stress, danger...), these rolls can be failed. |
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09-24-2014, 04:07 PM | #8 | ||
Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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Re: [RAW] Compendium of Sense Rolls clarifications (looking for one . . .)
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You only need to roll Stealth versus Perception if there is a sentient creature or sensor that can detect you, and will do something as a result of detection. In which case you do need to roll it. |
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09-24-2014, 04:32 PM | #9 | |
Join Date: Apr 2005
Location: France
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Re: [RAW] Compendium of Sense Rolls clarifications (looking for one . . .)
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But now that I understand your post better, I fully do agree with you. |
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09-24-2014, 04:40 PM | #10 | |
Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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Re: [RAW] Compendium of Sense Rolls clarifications (looking for one . . .)
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camouflage, sense rolls, stealth |
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