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#1 |
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Join Date: Jun 2012
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I’ve been trying to figure out how light and darkness work in GURPS for a long time. I did my due diligence, and I am content with the illumination levels table from page 13 of GURPS Enhanced Senses (version 1.1, not 1.0). However, there are some parts of the rules that are little bit unclear to me, and I’d greatly appreciate if somebody would shine some light on them. I feel that light and darkness are very important rules, and since they come up very often, it’s nice to have consistent and clear rules.
1. GURPS Powers: Enhanced Senses says that torch is equivalent to an illumination level of -1. In Basic Set, it is -3, in Template Toolkit 2: Races it is -2, in DF it is 0. Enhanced Senses, however, mentions that flickering lights add another -1 to -3. Is this flickering penalty taken into account in the table? I mean, does -1 mean (0 illumination with -1 for flickering), or should this penalty be applied to this -1? That would bring the torch down to -2, -3, or -4 (two of which correspond to torchlight intensity from other sources). 2. “A light source in a dark environment eliminates or reduces Vision penalties within the illuminated area but *prevents* seeing outside it. Treat the light as “in plain sight” to distant observers who have a clear view of it: +10 to Vision rolls to notice the lighted area (p. B358). However, they’re at ‑7 to see anything else.” This rule also exists in GURPS Underground Adventures, but is phrased slightly differently – “However, they’re at -7 to see anything outside its radius.” This causes many questions, especially when multiple light sources are visible, and Night Vision is present. I drew a diagram that demonstrates the situation. I don’t know if it is correct. The ambient darkness penalty is -5, and there are two groups with torches, and some without torches. Diagram link 3. “Prolonged exposure to intense light can cause lasting or permanent vision loss.” How long is prolonged? |
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#2 | ||||||||
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Join Date: Oct 2010
Location: earth....I think.
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My copy of Basic Set say it reduces it from -10 to -3. My copy of Template Toolkit 2: Races also has it at -2. In DF, Torches ELIMINATES light penalties out to 2 yards, at which point: DF Exploits page 19: Quote:
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Anyone looking towards the light source gets +10 to their vision rolls to see whats within the illuminated area/radius, but have a -7 to their vision rolls to notice things outside that area/radius. Quote:
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#3 |
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Join Date: May 2007
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If I recall correctly, on the release of Enhanced Senses, there was a forum brouhaha over the fact that its rules for darkness penalties were inconsistent with previous GURPS (and with basic common sense- darkness penalties for fighting in a suburban living room, forsooth!), so later editions had the table modified. Since it's a strictly electronic document, you should be able to re-download it at no extra cost and see what it's like now.
__________________
I predicted GURPS:Dungeon Fantasy several hours before it came out and all I got was this lousy sig. |
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#4 | |||||
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Join Date: Sep 2007
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One reason there are new rules for illumination in Enhanced Senses is that the existing examples in early 4e works are simply not consistent. Those early sources weren't examples derived from this set of rules, unpublished but known to SJG authors; this set of rules was worked out afterward, matching the existing rules as nearly as possible, and just ignoring the outliers where necessary. It's nice that this example works out, but don't expect every existing reference in other rules to line up exactly. (I tried, once, while looking at Anthony's house rules for illumination, which were similar to the ones that appeared in Enhanced Senses.) Quote:
However, from your diagram, I'd say that the +10 to spot a light source is for just the light source itself, not everything within its illuminated radius. All those objects already have a light level that gives the penalty to spot them. It's easy to spot the torch, even a long way away. That doesn't make it equally easy to see everything around the torch; that's what illumination levels are for. The -7 for outside observers looking in is the confusing part to me. The penalties really ought to be a sliding scale based on the illumination level differences between observer and subject. They seem to be assuming everything not illuminated is at -10 (unlike the ambient illumination in your diagram), and that the observer is at that illumination. Quote:
Here's more than anyone wants to know on the topic. Turning that into gameable rules might be difficult. |
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#5 |
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Join Date: Feb 2005
Location: Berkeley, CA
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For those who are curious about the forum brouhaha, that's https://forums.sjgames.com/showthread.php?t=132662
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#6 |
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Join Date: Jun 2005
Location: Lawrence, KS
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The -7 is for the case where you've looked at a flashlight, or a campfire, or a torch, and your eyes have adapted to that light level, and now you turn and look into the darkness and you can't see anything, because your eyes haven't adjusted.
__________________
Bill Stoddard I don't think we're in Oz any more. |
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#7 |
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Join Date: Feb 2005
Location: Berkeley, CA
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Also, the listed brightness for a torch is at 1 yard; subtract 1 for 2 yards (actual effective distance will rarely be less than 2 yards, because the light source is usually held more than a yard above the ground). I originally gave brightness at 2 yards because of that. Penalty will routinely be -3 or worse in real situations because of distance.
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#8 | |
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Join Date: Sep 2007
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How about a time to readjust? A few seconds, just in my personal experience. Or maybe the penalty fades one point per second, if someone's will to track that. Matters in combat, but negligible when you've got time. |
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#9 | |
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Join Date: Jun 2005
Location: Lawrence, KS
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__________________
Bill Stoddard I don't think we're in Oz any more. |
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#10 |
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Join Date: Feb 2005
Location: Berkeley, CA
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It says in the box '2 minutes per -1'. Fast adaptation to changing illumination is mostly between levels that would both be considered 'no penalty' in GURPS (e.g. your typical 'come in from bright sun into a house interior' is dropping from something like 100,000 lux to 1,000).
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| darkness, illumination, light, powers |
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