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.
Light
Light is considered the base-line of Visibility - the more light, the more characters are able to see before Concealment interferes.
| 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.
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 Rain | +10% | |||||||||
| Moderate Rain or Snow | +20% | |||||||||
| Storm or Blizzard | +50% | |||||||||
| Heavy Blizzard | +80% | |||||||||
| Fog or Mist | Concealment Modifier | |||||||||
| Light Fog, Mist or Smoke | +20% | |||||||||
| Dense Fog, Mist or Smoke | +50% | |||||||||
| 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%.
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 -