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#11 |
Join Date: Aug 2004
Location: Saskatoon, SK
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And I'm not sure about that. Moving your full move is running, not walking, probably in heavy boots. Leather can squeak and scrape when you move quickly.
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MiB 7704 Playing: GURPS DF Swashbucklers Running GURPS Nordlond Dragons of Hosgarth Running Savage Worlds Tour of Darkness (Vietnam + Mythos) |
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#12 | |
Join Date: Jun 2013
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GURPS Overhaul |
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#13 |
Join Date: Dec 2012
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Wouldn't they get bonuses for distance, lack of stress, and lack of other loud noises, in most cases?
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Warning, I have the Distractible and Imaginative quirks in real life. "The more corrupt a government, the more it legislates." -- Tacitus Five Earths, All in a Row. Updated 12/17/2022: Apocrypha: Bridges out of Time, Part I has been posted. |
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#14 | |
Join Date: Aug 2007
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The others are up to the GM though an equivalent to the +10 for "In plain sight" might be most likely.
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Fred Brackin |
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#15 |
Join Date: Oct 2011
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OK, so for Hearing, let's "borrow" the excellent rules from DFRPG. Remember the sentry's Perception is 12, and that's exactly what he rolled, for a net +0.
• the Orcs are not using stealth; they're moving at Speed of 4. • Let's agree with corwyn that they're noisy enough to give, say a +4 bonus to hearing them. • Using the DFRPG rules, hearing is ‑1 at 2 yards, ‑2 at 4 yards, ‑3 at 8 yards, -4 at 16 yards, -5 at 32 yards, and -6 at 64 yards. So with a Perception of 12 and +4 for additional noise; I'm figuring that means the sentry will hear the group of orcs 16 yards out...whereas he'll see the group - even with a -6 penalty for a cloudy night at 20 yards. Not really much of a difference... thom |
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#16 | |
Join Date: Oct 2022
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The focus there seems more about recognizing the sound, and what a witness can describe, also based on his attention level, but I like to use them in general. |
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#17 | ||
Join Date: Jun 2013
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Lack of stress would be up to the GM, but if the character is getting such for Hearing, he or she should be getting it for Vision is well. I don't think "Night Watch at a camp in the wilderness, in an area with orcs" should count as low/no stress. Just hearing someone talking a yard away might get such a bonus, depending on the situation. As for lack of other loud noises, I suppose that depends on what the GURPS rules are assuming as the default for when you're using Sense rolls (ditto for stress, above). If it's for in the middle of a pitched battle, then yeah, most situations are going to be at a bonus to hear things. But there are example rules both for using Hearing in the middle of a battle to notice an invisible enemy and rules for using Hearing to notice someone sneaking up on you outside of battle, and neither involve bonuses or penalties, making it hard to say. Quote:
While I wasn't aware it showed up as an option in Mysteries, this is my preference for a lot of things in GURPS; so much goes off of SSR that the few cases where things don't (Area Effect, Enhanced Move, Hearing, part of the IT:DR/Vulnerability progression, etc) are a bit jarring.
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GURPS Overhaul Last edited by Varyon; 01-08-2023 at 05:43 AM. |
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#18 |
Join Date: Feb 2005
Location: Berkeley, CA
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The hearing rules are sufficient nonsense that I recommend entirely ignoring them. I would start by just using the exact same base as is used for vision -- SSR applies normally, SM applies normally -- and just the situational modifiers are different (offhand, setting a modifier of +10 - background noise(db)/5 seems to produce reasonable results).
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#19 | |
Join Date: Oct 2011
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thom |
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#20 | |
Join Date: Apr 2005
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Hard/boiled leather makes rattling and scraping noises when you move at speed. Running in boots will make lots of noise if you're running on hard or muddy ground (thumping or splashing, respectively). If you're rushing through underbrush, that makes a fair bit of noise, too. |
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hearing, vision |
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