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CRMcNeill Director of Engineering
Joined: 05 Apr 2010 Posts: 16272 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Thu Feb 06, 2020 10:08 pm Post subject: Concealment Modifiers for Other Senses |
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Per the Rulebook, Darkness and/or Smoke/Dust generates penalties to Perception. Considering the context, the fact that no other sense methods are mentioned makes sense, but I'm considering applying similar penalties to other "ranged" sense, specifically hearing and smell.
Any thoughts as to what sound/smell levels would be good descriptors for the penalty levels? For reference, here are the Concealment modifiers for Sight:Light Smoke = +1D
Thick Smoke = +2D
Very Thick Smoke = +4D
Poor Light = +1D
Moonlit Night = +2D
Complete Darkness = +4D _________________ "No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.
The CRMcNeill Stat/Rule Index
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shootingwomprats Rear Admiral
Joined: 11 Sep 2013 Posts: 2690 Location: Online
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Posted: Thu Feb 06, 2020 10:39 pm Post subject: Re: Concealment Modifiers for Other Senses |
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CRMcNeill wrote: | Per the Rulebook, Darkness and/or Smoke/Dust generates penalties to Perception. Considering the context, the fact that no other sense methods are mentioned makes sense, but I'm considering applying similar penalties to other "ranged" sense, specifically hearing and smell.
Any thoughts as to what sound/smell levels would be good descriptors for the penalty levels? For reference, here are the Concealment modifiers for Sight |
Not sure about actual names for the three levels of concealment, but they follow the cover modifiers. So those would be the benchmarks to work from:
¼ covered: +1D
½ covered: +2D
¾ covered: +4D
Fully covered: The attacker cannot hit the target directly; attacker must eliminate the cover.
Some ranges might be a good place to set some benchmarks as well. Doing some research, an average human can hear things up to 180m and see things up 4.8km without obstructions.
Vision:
0-150 meters/Very Easy
300 meters/Easy
600 meters/Moderate
1200 meters/Difficult
2400 meters/Very Difficult
4800 meters/Heroic
Hearing:
0-3 meters/Very Easy
10 meters/Easy
30 meters/Moderate
45 meters/Difficult
90 meters/Very Difficult
180 meters/Heroic
Smell:
0-10 meters/Very Easy
25 meters/Easy
50 meters/Moderate
75 meters/Difficult
100 meters/Very Difficult
150 meters/Heroic _________________ Don Diestler
Host, Shooting Womp Rats
The D6 Podcast
http://d6holocron.com/shootingwomprats
@swd6podcast, Twitter |
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garhkal Sovereign Protector
Joined: 17 Jul 2005 Posts: 14152 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Fri Feb 07, 2020 1:06 am Post subject: Re: Concealment Modifiers for Other Senses |
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CRMcNeill wrote: | Per the Rulebook, Darkness and/or Smoke/Dust generates penalties to Perception. Considering the context, the fact that no other sense methods are mentioned makes sense, but I'm considering applying similar penalties to other "ranged" sense, specifically hearing and smell.
Any thoughts as to what sound/smell levels would be good descriptors for the penalty levels? For reference, here are the Concealment modifiers for Sight:Light Smoke = +1D
Thick Smoke = +2D
Very Thick Smoke = +4D
Poor Light = +1D
Moonlit Night = +2D
Complete Darkness = +4D |
Well, let's see. For hearing, i could see it;
small crowd would be akin to light smoke
Large crowd would be akin to thick smoke
something like attending a concert, trying to hear something 100 yards away, would be a mix of complete darkness/thick smoke, so -8d..
Average blaster fight -2d
heavy blaster fight (ie more than 10 participants) -3d
Gratuitious fight (hundreds of folk, -5d
For smell, i'm not sure..
Quote: | Some ranges might be a good place to set some benchmarks as well. Doing some research, an average human can hear things up to 180m and see things up 4.8km without obstructions. |
That depends o where they are.. Someone standing on the ground, as per my navy training, could at least, see somehting out to maybe 1.2k, make out shapes at around 700 meters, and identify at at most 200 meters.
The higher up they are, say standing atop a 5 story building, adds to the distances, they can detect someone, but not to the 'make shapes/identify' ranges.. _________________ Confucious sayeth, don't wash cat while drunk! |
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MrNexx Rear Admiral
Joined: 25 Mar 2016 Posts: 2248 Location: San Antonio
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Posted: Fri Feb 07, 2020 11:28 am Post subject: Re: Concealment Modifiers for Other Senses |
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shootingwomprats wrote: | CRMcNeill wrote: | Per the Rulebook, Darkness and/or Smoke/Dust generates penalties to Perception. Considering the context, the fact that no other sense methods are mentioned makes sense, but I'm considering applying similar penalties to other "ranged" sense, specifically hearing and smell.
Any thoughts as to what sound/smell levels would be good descriptors for the penalty levels? For reference, here are the Concealment modifiers for Sight |
Not sure about actual names for the three levels of concealment, but they follow the cover modifiers. So those would be the benchmarks to work from:
¼ covered: +1D
½ covered: +2D
¾ covered: +4D
Fully covered: The attacker cannot hit the target directly; attacker must eliminate the cover.
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This would be my metric, definitely. It can be a judgement call (except for the ranges that I elided from womprat's post), but it's a good benchmark to work with. _________________ "I've Seen Your Daily Routine. You Are Not Busy!"
“We're going to win this war, not by fighting what we hate, but saving what we love.”
http://rpgcrank.blogspot.com/ |
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Savar Captain
Joined: 14 Feb 2015 Posts: 589
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Posted: Fri Feb 07, 2020 6:48 pm Post subject: |
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Smell is interesting.
One time I walked into an essential oils mixing lab. It was a wall of odor but so confusing I couldn't sort them out.
Then there is skunk one smell so strong it overwhelms everything else.
Once thing with smell is time passage. |
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garhkal Sovereign Protector
Joined: 17 Jul 2005 Posts: 14152 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Sat Feb 08, 2020 2:35 am Post subject: |
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Good point. Smell is the easiest sense, imo to get overwhelmed. _________________ Confucious sayeth, don't wash cat while drunk! |
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CRMcNeill Director of Engineering
Joined: 05 Apr 2010 Posts: 16272 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Wed Sep 22, 2021 1:09 am Post subject: |
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Giving this a bump because I came across something relevant that I worked up as part of a re-write for the Magnify Senses Force Power:Sound:
Very Easy - A normal conversation
Easy - Normal movement, such as a person walking, but not speaking.
Moderate - Quiet movement (a blaster or knife being drawn, a door lock being picked)
Difficult - A person breathing normally
Heroic - A human heartbeat
Scent:
Very Easy - Strong or well-known odor
Easy - Noticeable or familiar odor
Difficult - Faint or non-specific odor
Heroic - Odor is almost nonexistent or personally unknown to the character.
Note: In an open environment, scent fades over time. The base difficulty of a scent increases by +D6 for every hour that has passed since the scent was left. Scents in a sealed environment, such as a closed room, degrade more slowly (+1 for every hour passed). On a successful roll, the character can estimate the age of the scent.
Tracking by scent is beyond the capacity of normal human senses. Other species with scent-specific senses may have the ability to track someone by scent, but that will have to be decided on a case by case basis with your GM.
Modifiers:
Distance:
+0 - Close range (in the same room or immediate area)
+10 - Moderately far away (Down the block or across the parking lot, within 100 meters)
+20 - Very far away (Can barely be seen with normal human senses, several hundred meters away, up to a full kilometer
+30 - Extreme distances (several kilometers)
Interference:
+0 - Minimal (Open field / quiet room / unused area with few scents)
+5 - Noticeable (Walking in a light crowd / coffee shop, cafe or other moderately populated place)
+10 - Dominant (Large crowd or a dimly lit room / crowded club, etc.)
+20 - Overpowering (Rock concert mosh pit, in the middle of a blaster fight, trying to pick out a specific scent in a garbage dump, etc.) This is intended as expansion of the Difficulty chart for the Search skill, which is primarily geared toward sight-based detection. _________________ "No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.
The CRMcNeill Stat/Rule Index
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