Difference between revisions of "Visibility"
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| + | Visibility refers to how hard it is to see and respond to an opponent. | ||
| + | |||
| + | ==Visibility== | ||
| + | Visibility is broken into two interacting elements - Light and Concealment. | ||
| + | |||
| + | {| class="wikitable" | ||
| + | !colspan="11"|Light | ||
| + | |- | ||
| + | |'''%''' | ||
| + | |'''Light''' | ||
| + | |- | ||
| + | | 0% | ||
| + | | Total Darkness, Sealed Cave or Tomb | ||
| + | |- | ||
| + | | 10% | ||
| + | | Stormy Night | ||
| + | |- | ||
| + | | 20% | ||
| + | | Faint Stars Out | ||
| + | |- | ||
| + | | 30% | ||
| + | | Starlight | ||
| + | |- | ||
| + | | 40% | ||
| + | | Cloudy Night | ||
| + | |- | ||
| + | | 50% | ||
| + | | Moonlight, Shuttered Room during Daylight | ||
| + | |- | ||
| + | | 60% | ||
| + | | Twilight | ||
| + | |- | ||
| + | | 70% | ||
| + | | Dawn or Dusk, Curtained Room during Daylight | ||
| + | |- | ||
| + | | 80% | ||
| + | | Sunrise or Sunset | ||
| + | |- | ||
| + | | 90% | ||
| + | | Cloudy Day, Windowed Room during Daylight | ||
| + | |- | ||
| + | | 100% | ||
| + | | Daylight | ||
| + | |- | ||
| + | |} | ||
| + | |||
| + | | 25% | ||
| + | | Clouded Night, Shuttered Room | ||
| + | | Rain, Snow, Light Fog, Broken Fence, Low Bush | ||
| + | |- | ||
| + | | 50% | ||
| + | | Starlight | ||
| + | | Storm, Blizzard, Dense Fog, Waist High Wall | ||
| + | |- | ||
| + | | 75% | ||
| + | | Moonlight, Sunny Day Outside | ||
| + | | Heavy Blizzard, Mists of Ravenloft, Large Tree, Shoulder High Wall | ||
| + | |- | ||
| + | |||
| + | |||
| + | ===Visibility Effects=== | ||
| + | |||
| + | |||
| + | To determine the Visibility level, subtract half the amount of Concealment from the amount of Light. | ||
| + | Multiple levels of Concealment may stack. | ||
| + | |||
| + | |||
| + | |||
MERGE CONCEALMENT AND LIGHT vs VISIBILITY | MERGE CONCEALMENT AND LIGHT vs VISIBILITY | ||
Revision as of 22:37, 27 November 2016
Visibility refers to how hard it is to see and respond to an opponent.
Visibility
Visibility is broken into two interacting elements - Light and Concealment.
| Light | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| % | Light | |||||||||
| 0% | Total Darkness, Sealed Cave or Tomb | |||||||||
| 10% | Stormy Night | |||||||||
| 20% | Faint Stars Out | |||||||||
| 30% | Starlight | |||||||||
| 40% | Cloudy Night | |||||||||
| 50% | Moonlight, Shuttered Room during Daylight | |||||||||
| 60% | Twilight | |||||||||
| 70% | Dawn or Dusk, Curtained Room during Daylight | |||||||||
| 80% | Sunrise or Sunset | |||||||||
| 90% | Cloudy Day, Windowed Room during Daylight | |||||||||
| 100% | Daylight | |||||||||
| 25% | Clouded Night, Shuttered Room | Rain, Snow, Light Fog, Broken Fence, Low Bush |- | 50% | Starlight | Storm, Blizzard, Dense Fog, Waist High Wall |- | 75% | Moonlight, Sunny Day Outside | Heavy Blizzard, Mists of Ravenloft, Large Tree, Shoulder High Wall |-
Visibility Effects
To determine the Visibility level, subtract half the amount of Concealment from the amount of Light. Multiple levels of Concealment may stack.
MERGE CONCEALMENT AND LIGHT vs VISIBILITY
Light is 100% - Concealment 25% = Visibility 75% Vision can only INCREASE Light UP TO 100% And X-Ray vision can DECREASE Concealment
cover is now -1/-2/-4/-6
Cover meanwhile stacks with this, offer a small to-hit penalty PER level
"[16:58:27] Samael: And Cover is now an ADDITIONAL penalty [16:58:45] Samael: So someone can hide behind a wall and thats Visibility 0% on them -4 to hit em [16:59:15] Samael: But if its see through but 100% cover thats [16:59:19] Samael: not -10 like a brick wall [16:59:25] Samael: its a hard object but you can see them still [16:59:56] Samael: This means that a Hard Wall is -10 but a Wall of Force is what? If -4 = Visibility 0, that means Total Cover is -6 to hit."
include DISTANCE of vision at different light levels
(lowlight, xray etc.)
shooting through walls [17:04:51] Samael: This also means that ordinary walls [17:04:59] Samael: are now considered "cover 100% visibility 0%" [17:05:56] Samael: I think I'd give you a -10 or something to hit though if you are completely unaware of the enemy location (say they've been behind cover and haven't been seen for, like, 5 rounds) [17:06:04] Samael: Maybe -5 every round you haven't seen them (capping at -20, say, with no chance to hit if the target isn't there) (possibly allow character to attack a certain RANGE of tiles, for every additional tile they 'guess' after the first, impose -5. If target has seen the character within a round though, they don't need to and just suffer normal penalties).
(including concealment and cover here for later) Concealment and Cover Concealment represents soft cover – be it dense foliage or a clothesline covered in billowing sheets. These block line of sight but are easily attacked through. Cover, meanwhile, represents hard cover – solid objects that not only partially block line of sight to the target but can absorb a blow. Cover includes walls, sandbags, earth, solid doors and so forth. The AC bonus of Cover is also applied to Defensive Saves. If the penalty to hit is already being applied as a bonus for Reflex Saves, they do not gain the benefit a second time. The character takes the greater of the penalties to attacks if multiple forms work together – they do not stack. Furthermore, the penalty applies, even if the target is Flatfooted or is being attacked by a Touch Attack. The target can still be attacked if completely obscured but hidden by Concealment – but not Cover, as Cover provides a solid object that prevents such an attack. Target is... Concealment Cover 25% Hidden -1 -2 50% Hidden -2 -4 75% Hidden -3 -7 90% Hidden -4 -10 Completely Obscured -8 -