08-05-2016, 11:09 PM | #211 |
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Re: GURPS Powers: Enhanced Senses
That's part of my point. If perfectly human I blew the lid off even generic Discriminatory Smell, then what's it supposed to represent?
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08-05-2016, 11:11 PM | #212 |
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Re: GURPS Powers: Enhanced Senses
There's also the fact that topography matters to create "scent clusters" of currents vastly concentrating odors. As well as opposites fragmenting them to difficult to impossible to read properly even though you can detect "something" odd.
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08-05-2016, 11:20 PM | #213 | |
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Re: GURPS Powers: Enhanced Senses
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That's just a TDM given by the GM. No new rules needed for that.
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08-06-2016, 03:04 AM | #214 | |
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Re: GURPS Powers: Enhanced Senses
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Smelling my cat from a couple hundred feet was due to a very rare confluence of events. But I wanted to know what would be the maximum bonus to Smell rolls that would allow that. Second, playing tag with cats in the dark was average which the book R.A.W. wouldn't allow even for basic Discriminatory Smell. Assuming everything with DS including normal if uncommon humans have that Range Perk, seems to make it unecessary.
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08-06-2016, 07:39 AM | #215 | |
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Re: GURPS Powers: Enhanced Senses
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With -1/yard: "Normally I could smell his cigar at five yards away; but there was a favorable wind, so I could smell it at seven yards away." With speed/range: "Normally I could smell his cigar at five yards away; but there was a favorable wind, so I could smell it at ten yards away." (And that's for a modest +2. Going to +3 makes it eight yards versus fifteen yards.) ***** The underlying problem with sensory abilities is that, on one hand, humans have abnormally acute vision (we are at the peak of the animals, along with raptors and cephalopods) and abnormally poor smell. But on the other hand, the GURPS rules treat human senses as the baseline for all animal senses. That's convenient for letting GMs make intuitive calls about how well you can perceive, but it makes a systematic treatment of animal senses harder. So I went for a version where the average animal has (a new form of) Bad Sight and also has a small boost to smell. I defined the latter as using a better range progression, rather than as Acute Smell; perhaps it should have been done the other way. Or perhaps human smell should have been treated as using speed/range mods, and all animal smell (not just, say, canine smell or moth smell) as using long distance mods. What I'd like to see, I think, is "Here are the base Per values for humans, rats, dogs, sharks, and a couple of other species. Here are their probabilities of noticing a stimulus of average intensity without favorable or unfavorable environmental conditions, at different ranges, using different options for range modifiers and different Acute Smell/Discriminatory Smell bonuses." Then we could look for a a configuration that gives reasonable statistically expected results.
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08-06-2016, 05:13 PM | #216 | |||||
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Re: GURPS Powers: Enhanced Senses
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08-11-2016, 05:51 PM | #217 | |
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Re: GURPS Powers: Enhanced Senses
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Also, in what book does it say basic senses get that +4 for non combat use? I accept and expect some major bonuses, but not in combat wasn't one as it was uncontrolled, outside, and caught me completely off guard. If being distracted and as obliviously unaware as I tend to be counts for +4, then literally every moment alive should. It feels like all the responses I've gotten here have been drastically missing not only my questions, but intentions and very physical senses. It will ALWAYS seem weird that to make real humans requires Exotic "inhuman" advantages and even a perk to make smell work past arm's length. And real animals like cats, dogs, etc. simply cannot be made without passing into the realm of silly fiction detecting prey from across the globe. I wanted middle ground between chain smoking near anosmiac human and Wolverine smelling Sabretooth from 10 miles away. At least the book has great stuff for other senses.
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08-11-2016, 06:02 PM | #218 | |
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Re: GURPS Powers: Enhanced Senses
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* Sound falls off in intensity as the square of range, but molecular concentration as the cube of range, so you can't use the same chart. * There is a simple physical unit for the intensity of sound, watts per square meter, and you can figure decibels from taking its logarithm; but there is no physical unit for the intensity of smell. Oh, you could use moles per liter, but different substances would have radically different intensities for the same concentration. * There aren't nearly as many convenient experiential examples of smells of different strength, nor are there published objective ratings of the stimuli; you would have to handle things impressionistically. I won't say it couldn't be done. But I've never found a published source that provides the base data.
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08-11-2016, 06:18 PM | #219 | |||
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Re: GURPS Powers: Enhanced Senses
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Incidentally, there's no reason for sound to have its own table anyway. The existing chart is very close to +1/5 dB and applying normal range modifiers. Last edited by Anthony; 08-11-2016 at 06:21 PM. |
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08-11-2016, 06:52 PM | #220 | |||
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Re: GURPS Powers: Enhanced Senses
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