05-15-2019, 01:57 PM | #1 |
Join Date: Aug 2018
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Hearing/Vision interaction and distance?
At what range does two parties see and hear one another and how do the two senses interact with one another and special actions (sneaking/etc)?
Consider the following cases:
I'd be inclined to use the range table (B550) for vision and the hearing table (B358) for hearing "inversely", but I'm not exactly sure how. I'm thinking for vision, it might be better to roll separately for both (so just a normal roll if the other party doesn't sneak or anything and a vs contest if they do). The MoS can be converted to range from the Size column in the range table, but it'd probably need like a +5 mod to be realistic (so base would be 15 yards, for MoS 5). Also, apart from applying the vision modifier for terrain (that might be, say, 0 to -10) to the actual roll, it should probably limit the maximum to, for example, 10 minus the terrain modifier. So, in a forest with vision -5, a successful roll (including that same modifier) would mean spotting at 15 yards. and that is also the maximum (since 10 -5 = 5), but a failed roll of 1-5 means spotting at a shorter distance, while 6+ means basically walking into one another physically. It'd be pretty nasty walking in a twisting cavern or dense jungle with -10, since then the max distance to actually spot stuff would be 2 yards... This would also make possible the rather comical happenstance where two stealthy party fail to spot one another (especially at night) to literally bump into one another! Well, barring successful Hearing rolls. Also, I'm not sure if this makes vision too powerful, since you'd need to win by 6+ to get all the way up for a sneak attack or similar. For hearing, I'm less certain, since sound can really vary a lot between environment, so for complete accuracy you'd need a "sound modifier" or separate table per terrain (which I think should be avoided). But as a start, I'm thinking of reading the MoS as the penalty to hear stuff. So if I roll a MoS of 5, while my opponent rolls Stealth at MoS 3, I'll hear his sneaking at 1. I guess you'd need to have some sort of "reflex" kicking in, so that tying or winning with 1-2 means avoiding that nasty backstab or whatever (at least a def at -2 for turning sideways, I'm thinking). Anyone have any suggestions for this? |
05-15-2019, 08:27 PM | #2 |
Join Date: Aug 2004
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Re: Hearing/Vision interaction and distance?
It will take me some time to track it down, but I do believe there are specific rules regarding sounds and the distances they'd be heard. Might be in GURPS MYSTERIES or it might be some GURPS 3rd edition publication...
I'll see what I can dig up. |
05-15-2019, 08:32 PM | #3 |
Join Date: Aug 2004
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Re: Hearing/Vision interaction and distance?
Didn't take too long after all...
Page 48 of GURPS MYSTERIES has background information on sounds and the like. The rules generally utilize the speed/distance table, and modify rolls based on how much background noise there is (or isn't), along with any intervening obstacles and the like. |
05-16-2019, 02:36 AM | #4 |
GURPS FAQ Keeper
Join Date: Mar 2006
Location: Kyïv, Ukraine
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Re: Hearing/Vision interaction and distance?
I'd argue that Mysteries is disconnected from the way rest of GURPS handles things.
There are more modern takes that stick to the canon. High-Tech has the volume table that is Basic Set-compatible (doubling range per -1), and so does Enhanced Senses (page 21, while the next page handles hearing in tunnels). |
05-16-2019, 11:07 AM | #5 | |||
Join Date: Aug 2018
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Re: Hearing/Vision interaction and distance?
Thank you for the input. I never played any Mysteries, and my focus is mostly on fantasy, but I might take the chance to look it up more in detail at a later point.
Either way, I made some rules adjustments to RAW and my own thoughts, as below, along with some examples to explain my ideas: VISION Do a quick contest, with some modifiers to the spotter:
...and to observed (Stealth/Camouflage/etc):
If there is no active attempt to not be spotted, just apply the modifiers to the quick contest. The final margin of difference is capped at 10 +terrain, so for a forest which gives visibility -3, the highest result is 7. This margin is then looked up as range on the speed/range table. This could also create moments of tension when the players are lying in ambush, and they have to decide how close on the range table they dare to go while the GM describes the situation (“the horsemen are about 15 yards away, continuing forward seemingly unknowing about the presence, when suddenly one of them reaches down into a saddle bag, 10 yards… and produces a wineskin”). The players can interrupt with an “I loose an arrow before the guard brings out his shield”, or even try a Body Language to judge if detected (vs Acting or similar if they really have been made). It could also create moments of distracting guards and dashing from cover to cover, snatching the +5 relative bonus for going from Stealth to Camouflage, and work one’s way into a guarded area. However, anyone who is alerted gets +2, and looking in the right direction gives another +2 (but other directions suffer -2). I’d probably not re-roll this, but just use as it stands and go up/down levels from the initial rolls. HEARING Also a quick contest, but with different modifiers for the listener:
...and to the "listened" party (observe is to observed (n) as listen is to what (n)?):
If there's no attempt to avoid being heard, just apply relevant modifiers to the quick contest. The result is capped at 10 +terrain +sound. The final number is looked up in the speed/range table. Hearing might also be subject to similar “gambling” of range as Vision. Quote:
Quote:
Quote:
SUMMARY This does kinda what I want, but I’m concerned about balance and exploits. It all does become a bit convoluted, almost, especially Hearing, but it might work, if a bit abstractly. It’s seems rather easy to reach the cap of spotting, which is logical, in a way (no matter how good you are, those darn leaves are still in the way, but after that it’s relatively easy to see). I’d probably also let players choose a good location that would give them advantageous modifiers or their adversaries penalties, if they manage a Search roll or something. Footnote: I find it much less difficult to explain high/low dice rolls, compared to the mid-range ones. If I put something at a roll of 10, I want to feel that “yeah, that is a plausible outcome IRL, too”, whereas when I assume 5 or 15, or even more extreme, it’s just “well, it’s a rand case, so something improbable must’ve happened”. Any thoughts or tips are very welcome. Last edited by FeiLin; 05-17-2019 at 12:18 AM. |
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05-16-2019, 02:06 PM | #7 | |
Join Date: Nov 2006
Location: Heartland, U.S.A.
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Re: Hearing/Vision interaction and distance?
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There is a full write up on my website. (You’ll need to click the “Stealth” switch towards the bottom of the page.)
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05-17-2019, 12:12 AM | #8 | ||
Join Date: Aug 2018
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Re: Hearing/Vision interaction and distance?
Quote:
But I realised it may have been poorly written, so I summarised it to hopefully make it clearer. Quote:
Last edited by FeiLin; 05-17-2019 at 12:20 AM. |
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distance, hearing, perception, range, vision |
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