08-28-2022, 07:10 AM | #21 | |
Join Date: Apr 2005
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Re: [Basic] Advantage of the Week: Peripheral Vision
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Effectively, Peripheral Vision gives you a 270* partial hemisphere of vision in some direction which extends up to 60* upwards. 360* Vision gives you a 360* hemisphere of vision in some direction with a 60* arc - whether upwards, along your sides, or downwards. You can spend extra points to see within an entire hemisphere or globally. Ideally, both 360-Degree Vision and Peripheral Vision would have been folded into a single trait ("Wide-Angle Vision") in the same way that Mathematical Talent and Intuitive Mathematician or Extra Flexibility and Double-Jointed are combined. (FWIW, I also wish that GURPS 4E had dropped different names for different levels of the same trait and just used levels, like Flexibility 1 or 2 or Empathy 1 or 2). |
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08-28-2022, 05:39 PM | #22 | |
Join Date: Aug 2004
Location: Saskatoon, SK
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Re: [Basic] Advantage of the Week: Peripheral Vision
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08-29-2022, 04:18 AM | #23 | |
Join Date: Aug 2004
Location: Pioneer Valley
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Re: [Basic] Advantage of the Week: Peripheral Vision
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08-29-2022, 06:04 AM | #24 | |
Join Date: Aug 2004
Location: U.K.
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Re: [Basic] Advantage of the Week: Peripheral Vision
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Whether it should have defaulted at no or small penalties to countless other skills is a separate question.
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08-29-2022, 07:57 AM | #25 |
Join Date: Jun 2005
Location: Lawrence, KS
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Re: [Basic] Advantage of the Week: Peripheral Vision
"Professional Skill: Bondage"?
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08-29-2022, 08:08 AM | #26 | |||
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Join Date: Mar 2012
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Re: [Basic] Advantage of the Week: Peripheral Vision
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On the one hand, a GM only has so much bandwidth for presenting house-rules. On the other, if a player is aware that the GM thinks and advantage isn't worth it and will happily give a massive discount to a trait... it might be worth it. Also, its likely to be stuck on a template anyways, so maybe its not as much overhead as a I think it might be. Would 360 vision be 10 points? Quote:
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08-29-2022, 01:36 PM | #27 |
Join Date: Jan 2006
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Re: [Basic] Advantage of the Week: Peripheral Vision
Ditto.
PV is like Danger Sense in that A. It is clearly worth it to avoid unpleasant surprises. However, GURPS's realistic-ish combat system makes these kinds of surprises unpleasantly fatal a lot of the time, so most GMs avoid them. B. It expands senses in a way that is very valuable for characters but less so for players. In both mapped and unmapped combat, the players have a much better idea of the overall sitch than the characters do, and similarly players are generally unrealistically cautious because if a scene is being RPed at all there's a high chance that it is dangerous. C. It is a sense based enhancement that could be traded for +3 Perception. D. It is a survivability based enhancement competing with DX, HT, Combat Reflexes, and Luck, all of which which enhance survivability a lot more. PV is unlike DS in that: DS is cool. So I've (rarely) seen DS on PCs but never PV. I might take it for RP reasons, but my inner point shaver would be unhappy. |
08-30-2022, 01:39 AM | #28 |
Join Date: Jun 2006
Location: Sweden, Stockholm
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Re: [Basic] Advantage of the Week: Peripheral Vision
I dunno, if the PCs average at ~12 HT or so they can generally withstand an awful lot of damage without dying. Probably won't be in fighting condition though, but if getting captured is an acceptable outcome then PCs getting ambushed isn't that bad.
If you turn up all the injury rules for realism then any kind of injury could turn nasty though, but I'm kind of assuming GURPS without all those optional rules for infected wounds and so on.
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09-03-2022, 09:44 AM | #29 | ||||||
Join Date: Jun 2022
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Re: [Basic] Advantage of the Week: Peripheral Vision
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Inversely I find Danger Sense shows up on at least one Character in each campaign I allow it becuase it allows defenses against unknown attacks and bonuses to surprise attacks... which I'm too lazy to check and see if those are just my House Rules or not. Quote:
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