Difference between revisions of "Visibility"

From FullPlate
Jump to: navigation, search
m
m
 
(12 intermediate revisions by the same user not shown)
Line 1: Line 1:
Visibility refers to how hard it is to see and respond to an opponent.
+
NOTE: maybe every 10% below 60% visibility is a -1 (so -1 at 50%, -2 at 40, etc. -5 at 10% and then a -10 at 0% to simulate total blindness)
  
==Visibility==
+
Visibility refers to how hard it is to see and respond to an opponent. It is broken into two interacting elements - Light and Concealment.
Visibility is broken into two interacting elements - Light and Concealment.  
+
 
 +
==Light==
 +
Light is considered the base-line of Visibility - the more light, the more characters are able to see before Concealment interferes. [[Light Sources]] and [[Vision Types]] alter the Light Level.  
  
 
{| class="wikitable"
 
{| class="wikitable"
Line 26: Line 28:
 
|-
 
|-
 
| 50%
 
| 50%
| Moonlight, Shuttered Room during Daylight
+
| Moonlight, Shuttered Room during Daylight, Blackout Curtains
 
|-
 
|-
 
| 60%
 
| 60%
Line 32: Line 34:
 
|-
 
|-
 
| 70%
 
| 70%
| Dawn or Dusk, Curtained Room during Daylight
+
| Dawn or Dusk, Thickly Curtained Room during Daylight
 
|-
 
|-
 
| 80%
 
| 80%
| Sunrise or Sunset
+
| Sunrise or Sunset, Thinly Curtained Room during Daylight
 
|-
 
|-
 
| 90%
 
| 90%
Line 45: Line 47:
 
|}
 
|}
  
| 25%
+
===Light Reaching Indoors===
| Clouded Night, Shuttered Room
+
If a room does not have a Light Source within it, it will block some of the light.
| Rain, Snow, Light Fog, Broken Fence, Low Bush
+
If a room has has windows (or open doors) that are not obscured from a light source, reduce the effective  Light entering the room by 10%.
 +
If a room has curtained windows, reduce the effective Light entering the room by 20% if they are thin, 30% if they are thick or 50% if they are blackout curtains. The same applies for curtained doorways.
 +
If a room has shuttered windows, decrease the effective Light entering the room by 50%. Most doors will do similarly.
 +
 
 +
Note, this does not mean a room that has a solid door and shuttered windows has -100% Light entering the room, only that the windows and door reduce any Light Sources penetration by that amount - 50% each in this case. Naturally, this has no effect Light located inside the room.
 +
 
 +
===Magical Light and Magical Darkness===
 +
Magical Light increases the effective Light of an area as a [[Light Sources|Light Source]] whilst Darkness decreases the effective Light of a room. Only Magical Light can penetrate Magical Darkness.
 +
 
 +
==Concealment==
 +
Concealment decreases the effective Visibility of a given target.
 +
 
 +
{| class="wikitable"
 +
!colspan="11"|Concealment
 +
|-
 +
|'''Concealment'''
 +
|'''Concealment Modifier'''
 
|-
 
|-
| 50%
+
| Target is Completely Exposed
| Starlight
+
| +0%
| Storm, Blizzard, Dense Fog, Waist High Wall
+
|-
 +
| Target is up to 1/4 Concealed (Dead Birch Tree, Light Scrub)
 +
| +20%
 +
|-
 +
| Target is 1/4 to 1/2 Concealed (Waist High Fence, Bushes)
 +
| +40%
 +
|-
 +
| Target is 1/2 to 3/4 Concealed (Shoulder High Wall, Pine Tree)
 +
| +60%
 +
|-
 +
| Target is more than 3/4 Concealed (Solid Wall, Redwood)
 +
| +80%
 +
|-
 +
|'''Precipitation'''
 +
|'''Concealment Modifier'''
 +
|-
 +
| Cloudy or Light (Drizzle)
 +
| +10%
 +
|-
 +
| Moderate (Rain or Snow)
 +
| +20%
 +
|-
 +
| Heavy (Sleet, Snowstorm)
 +
| +30%
 +
|-
 +
| Very Heavy (Storm)
 +
| +40%
 +
|-
 +
| Torrential (Tropical Storm or Blizzard)
 +
| +60%
 +
|-
 +
| Inescapable (Heavy Blizzard, Magical Storm)
 +
| +80%
 +
|-
 +
|'''Fog or Mist'''
 +
|'''Concealment Modifier'''
 +
|-
 +
| Light Fog, Mist or Smoke
 +
| +20%
 +
|-
 +
| Dense Fog, Mist or Smoke
 +
| +40%
 
|-
 
|-
| 75%
+
| Mists of Ravenloft, Paraelemental Plane of Smoke
| Moonlight, Sunny Day Outside
+
| +80%
| Heavy Blizzard, Mists of Ravenloft, Large Tree, Shoulder High Wall
 
 
|-
 
|-
 +
|}
  
 
+
==Visibility Effects==
===Visibility Effects===
+
To determine the Visibility level, subtract the value of the Concealment from the amount of Light.
 
 
 
 
To determine the Visibility level, subtract half the amount of Concealment from the amount of Light.
 
 
Multiple levels of Concealment may stack.
 
Multiple levels of Concealment may stack.
  
 +
Light above 100% has no effects but counteracts greater amounts of darkness. Similarly, Light below 0% has no effect but counteracts greater amounts of Light.
  
 +
If Light is above 100%, consider it to be 100 for purposes of subtracting Concealment to determine Visibility.
  
MERGE CONCEALMENT AND LIGHT vs VISIBILITY
+
Visibility has no further effects below 0%.
  
Light is 100% - Concealment 25% = Visibility 75%
+
{| class="wikitable"
Vision can only INCREASE Light UP TO 100%
+
!colspan="11"|Visibility
And X-Ray vision can DECREASE Concealment
+
|-
 
+
|'''%'''
cover is now -1/-2/-4/-6
+
|'''Effects'''
 
+
|-
Cover meanwhile stacks with this, offer a small to-hit penalty PER level
+
| 100%
 
+
| No Effects
"[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
+
| 90%
[16:59:15] Samael: But if its see through but 100% cover thats
+
| Hide in Shadows receives +5% vs Character
[16:59:19] Samael: not -10 like a brick wall
+
|-
[16:59:25] Samael: its a hard object but you can see them still
+
| 80%
[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."
+
| -1 To-Hit, -1 Reflex Saves, Hide in Shadows receives +10% vs Character
 
+
|-
include DISTANCE of vision at different light levels
+
| 70%
(lowlight, xray etc.)
+
| -1 To Hit, -1 Reflex Saves, -1 AC, Hide in Shadows receives +15% vs Character
 
+
|-
shooting through walls
+
| 60%
[17:04:51] Samael: This also means that ordinary walls
+
| -2 To-Hit, -2 Reflexes, -2 AC, Hide in Shadows receives +20% vs Character
[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)
+
| 50%
[17:06:04] Samael: Maybe -5 every round you haven't seen them
+
| -2 To-Hit, -2 Reflexes, -2 AC, -1 on Sight-based Checks, Hide in Shadows receives +25% vs Character
(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).
+
| 40%
 +
| -3 To-Hit, -3 Reflex, -3 AC, -2 on Sight-based Checks, Hide in Shadows receives +30% vs Character
 +
|-
 +
| 30%
 +
| -3 To-Hit, -3 Reflex, -3 AC, -3 on Sight-based Checks, Hide in Shadows receives +35% vs Character
 +
|-
 +
| 20%
 +
| -4 To-Hit, -4 Reflex, -4 AC, -4 on Sight-based Checks, Hide in Shadows receives +40% vs Character
 +
|-
 +
| 10%
 +
| -4 To-Hit, -4 Reflex, -4 AC, -5 on Sight-based Checks, Hide in Shadows receives +50% vs Character
 +
|-
 +
| 0%
 +
| -5 To-Hit (Melee), -10 To-Hit (Ranged), -5 Reflex, -5 AC, Sight-based Checks cannot be made if Light is 0%, otherwise -10, Hide in Shadows automatically succeeds against Character, Poor Footing +1 if Light is 0%, Flatfooted
 +
|-
 +
|}
  
(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.
+
Note that some modifiers will apply only to the character when dealing with an opponent who is concealed from them. For example, a character who is at Visibility 0% to one enemy but Visibility 90% otherwise will not suffer a -10 To-Hit penalty against their other opponents. They are not Flatfooted against their non-concealed opponents either and can take Reactions normally ''except'' against their opponent, nor do they suffer Poor Footing. If this character were in total darkness, however, they would suffer these penalties.
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 -
 

Latest revision as of 14:16, 3 January 2020

NOTE: maybe every 10% below 60% visibility is a -1 (so -1 at 50%, -2 at 40, etc. -5 at 10% and then a -10 at 0% to simulate total blindness)

Visibility refers to how hard it is to see and respond to an opponent. It is broken into two interacting elements - Light and Concealment.

Light

Light is considered the base-line of Visibility - the more light, the more characters are able to see before Concealment interferes. Light Sources and Vision Types alter the Light Level.

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, Blackout Curtains
60% Twilight
70% Dawn or Dusk, Thickly Curtained Room during Daylight
80% Sunrise or Sunset, Thinly Curtained Room during Daylight
90% Cloudy Day, Windowed Room during Daylight
100% Daylight

Light Reaching Indoors

If a room does not have a Light Source within it, it will block some of the light. If a room has has windows (or open doors) that are not obscured from a light source, reduce the effective Light entering the room by 10%. If a room has curtained windows, reduce the effective Light entering the room by 20% if they are thin, 30% if they are thick or 50% if they are blackout curtains. The same applies for curtained doorways. If a room has shuttered windows, decrease the effective Light entering the room by 50%. Most doors will do similarly.

Note, this does not mean a room that has a solid door and shuttered windows has -100% Light entering the room, only that the windows and door reduce any Light Sources penetration by that amount - 50% each in this case. Naturally, this has no effect Light located inside the room.

Magical Light and Magical Darkness

Magical Light increases the effective Light of an area as a Light Source whilst Darkness decreases the effective Light of a room. Only Magical Light can penetrate Magical Darkness.

Concealment

Concealment decreases the effective Visibility of a given target.

Concealment
Concealment Concealment Modifier
Target is Completely Exposed +0%
Target is up to 1/4 Concealed (Dead Birch Tree, Light Scrub) +20%
Target is 1/4 to 1/2 Concealed (Waist High Fence, Bushes) +40%
Target is 1/2 to 3/4 Concealed (Shoulder High Wall, Pine Tree) +60%
Target is more than 3/4 Concealed (Solid Wall, Redwood) +80%
Precipitation Concealment Modifier
Cloudy or Light (Drizzle) +10%
Moderate (Rain or Snow) +20%
Heavy (Sleet, Snowstorm) +30%
Very Heavy (Storm) +40%
Torrential (Tropical Storm or Blizzard) +60%
Inescapable (Heavy Blizzard, Magical Storm) +80%
Fog or Mist Concealment Modifier
Light Fog, Mist or Smoke +20%
Dense Fog, Mist or Smoke +40%
Mists of Ravenloft, Paraelemental Plane of Smoke +80%

Visibility Effects

To determine the Visibility level, subtract the value of the Concealment from the amount of Light. Multiple levels of Concealment may stack.

Light above 100% has no effects but counteracts greater amounts of darkness. Similarly, Light below 0% has no effect but counteracts greater amounts of Light.

If Light is above 100%, consider it to be 100 for purposes of subtracting Concealment to determine Visibility.

Visibility has no further effects below 0%.

Visibility
% Effects
100% No Effects
90% Hide in Shadows receives +5% vs Character
80% -1 To-Hit, -1 Reflex Saves, Hide in Shadows receives +10% vs Character
70% -1 To Hit, -1 Reflex Saves, -1 AC, Hide in Shadows receives +15% vs Character
60% -2 To-Hit, -2 Reflexes, -2 AC, Hide in Shadows receives +20% vs Character
50% -2 To-Hit, -2 Reflexes, -2 AC, -1 on Sight-based Checks, Hide in Shadows receives +25% vs Character
40% -3 To-Hit, -3 Reflex, -3 AC, -2 on Sight-based Checks, Hide in Shadows receives +30% vs Character
30% -3 To-Hit, -3 Reflex, -3 AC, -3 on Sight-based Checks, Hide in Shadows receives +35% vs Character
20% -4 To-Hit, -4 Reflex, -4 AC, -4 on Sight-based Checks, Hide in Shadows receives +40% vs Character
10% -4 To-Hit, -4 Reflex, -4 AC, -5 on Sight-based Checks, Hide in Shadows receives +50% vs Character
0% -5 To-Hit (Melee), -10 To-Hit (Ranged), -5 Reflex, -5 AC, Sight-based Checks cannot be made if Light is 0%, otherwise -10, Hide in Shadows automatically succeeds against Character, Poor Footing +1 if Light is 0%, Flatfooted

Note that some modifiers will apply only to the character when dealing with an opponent who is concealed from them. For example, a character who is at Visibility 0% to one enemy but Visibility 90% otherwise will not suffer a -10 To-Hit penalty against their other opponents. They are not Flatfooted against their non-concealed opponents either and can take Reactions normally except against their opponent, nor do they suffer Poor Footing. If this character were in total darkness, however, they would suffer these penalties.