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MrNexx Rear Admiral
Joined: 25 Mar 2016 Posts: 2248 Location: San Antonio
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Posted: Thu Jan 26, 2017 12:59 pm Post subject: Noticing Blaster Fire |
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So, this came up a couple times on Tuesday...
Assuming a dark, relatively quite night in a large compound... close to 400m by 200m... how easy is it to notice a single blaster shot? What kind of dice do you have people roll, against what kind of difficulty? _________________ "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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Error Captain
Joined: 01 May 2005 Posts: 680 Location: Any blackberry patch.
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Posted: Thu Jan 26, 2017 1:51 pm Post subject: |
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Is there ambient noise? Structure(s) between the PC's and the shot? Is the shot executed in a small space (alley, etc)? What kind of blaster is it? How high are the compound walls? _________________ The only words of explanation you need for any concept in the entire Star Wars universe are the words Science Fiction and Space Opera. |
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MrNexx Rear Admiral
Joined: 25 Mar 2016 Posts: 2248 Location: San Antonio
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Posted: Thu Jan 26, 2017 2:35 pm Post subject: |
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Not much ambient noise; the listeners would mostly be on guard duty, with one group together near the gate. The compound has open fenced walls, and some of the potential listeners will have a building between them and the shot, and others will not. _________________ "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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Error Captain
Joined: 01 May 2005 Posts: 680 Location: Any blackberry patch.
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Posted: Thu Jan 26, 2017 2:58 pm Post subject: |
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Since the listeners are on guard duty, I'd say it would be 11 for the ones without buildings between them and 17 for the ones with buildings. Or Easy and Difficult. Since the walls are fences there's really nothing for the sound to reflect against... _________________ The only words of explanation you need for any concept in the entire Star Wars universe are the words Science Fiction and Space Opera. |
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Sutehp Commodore
Joined: 01 Nov 2016 Posts: 1797 Location: Washington, DC (AKA Inside the Beltway)
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Posted: Thu Jan 26, 2017 3:26 pm Post subject: Re: Noticing Blaster Fire |
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MrNexx wrote: | So, this came up a couple times on Tuesday...
Assuming a dark, relatively quite night in a large compound... close to 400m by 200m... how easy is it to notice a single blaster shot? What kind of dice do you have people roll, against what kind of difficulty? |
A sharp blast (see what I did there?) of red light streaking across your vision (or even out of the corner of your eyesight) during nighttime is probably a dead giveaway, too. _________________ Sutehp's RPG Goodies
Only some of it is for D6 Star Wars.
Just repurchased the X-Wing and Tie Fighter flight sim games. I forgot how much I missed them. |
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garhkal Sovereign Protector
Joined: 17 Jul 2005 Posts: 14213 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Thu Jan 26, 2017 3:54 pm Post subject: Re: Noticing Blaster Fire |
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MrNexx wrote: | So, this came up a couple times on Tuesday...
Assuming a dark, relatively quite night in a large compound... close to 400m by 200m... how easy is it to notice a single blaster shot? What kind of dice do you have people roll, against what kind of difficulty? |
Generally i go with a perception check of easy for blaster shots in a 200m radi to be noticed. Moderate for 200-500m away, difficult for 500-1km, and anything further than that would be very difficult if even possible at all..
Then you can add in modifiers based on what else is going on..
Are they walking through a bustling night club scene? Add +15 to all target difficulties to notice blaster fire.
Is it relatively 'calm' (like walking through a serenity garden), subtract 5 from the target #s.
Is it an average level of noise? No mods.
Is it above average, but not as noisy as a night club scene, +5 to +10..
Are there lots of buildings, bushes, hedges/trees etc, things that could deflect/dampen the sound? Add +5 to +15 to the needed target #s.
Very clear and open? Subtract 5. _________________ Confucious sayeth, don't wash cat while drunk! |
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jmanski Arbiter-General (Moderator)
Joined: 06 Mar 2005 Posts: 2065 Location: Kansas
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Posted: Sat Jan 28, 2017 6:27 pm Post subject: |
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And number of blasts is important. One could be shrugged off, but several or a gunfight will be much easier to detect and discern. _________________ Blasted rules. Why can't they just be perfect? |
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garhkal Sovereign Protector
Joined: 17 Jul 2005 Posts: 14213 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Sat Jan 28, 2017 11:21 pm Post subject: |
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jmanski wrote: | And number of blasts is important. One could be shrugged off, but several or a gunfight will be much easier to detect and discern. |
Soooo true. Heck if there's 4+ shots going on, i might not even HAVE the party need to make a perception check to hear it... _________________ Confucious sayeth, don't wash cat while drunk! |
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Error Captain
Joined: 01 May 2005 Posts: 680 Location: Any blackberry patch.
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Posted: Sun Jan 29, 2017 10:49 am Post subject: |
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Oh yeah, if we're talking about more than one, then the likelihood of being noticed at that range goes down to Very Easy or Easy for everyone within 100 meters. _________________ The only words of explanation you need for any concept in the entire Star Wars universe are the words Science Fiction and Space Opera. |
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Phalanks Balas Lieutenant Commander
Joined: 05 Jul 2005 Posts: 176 Location: Paris - France
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Posted: Sun Jan 29, 2017 2:43 pm Post subject: Re: Noticing Blaster Fire |
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MrNexx wrote: | So, this came up a couple times on Tuesday...
Assuming a dark, relatively quite night in a large compound... close to 400m by 200m... how easy is it to notice a single blaster shot? What kind of dice do you have people roll, against what kind of difficulty? |
Well...
When you know that someone smoking a cigarette can be clearly seen 2km away by night amuming she is in sight of view, I imagine you can't miss a blaster fire because of light and sound it makes... _________________ Phalanks
A day you will be facing the guns of the Black Pearl. You will know what means damned pirates ! |
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garhkal Sovereign Protector
Joined: 17 Jul 2005 Posts: 14213 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Sun Jan 29, 2017 3:11 pm Post subject: |
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That is IF you are looking in the right direction, are being observant AND have nothing in the way.. _________________ 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: Mon Jan 30, 2017 11:02 am Post subject: |
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So, I know this is also a bit of a GM call, but to simplify rolling the guard check, I just went with combined actions rules... there were 10 guards, all with 2D perception. Rather than roll 20D and find the best one, I rolled 5D (2D perception + 1 pip for the 9 additionals), and called that good.
Seem reasonable? _________________ "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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Error Captain
Joined: 01 May 2005 Posts: 680 Location: Any blackberry patch.
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Posted: Mon Jan 30, 2017 2:00 pm Post subject: |
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MrNexx wrote: | So, I know this is also a bit of a GM call, but to simplify rolling the guard check, I just went with combined actions rules... there were 10 guards, all with 2D perception. Rather than roll 20D and find the best one, I rolled 5D (2D perception + 1 pip for the 9 additionals), and called that good.
Seem reasonable? |
It's down and dirty, but it works for me. _________________ The only words of explanation you need for any concept in the entire Star Wars universe are the words Science Fiction and Space Opera. |
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garhkal Sovereign Protector
Joined: 17 Jul 2005 Posts: 14213 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Mon Jan 30, 2017 4:07 pm Post subject: |
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Which version of combined actions are you using, that has 10 guards just give +9 pips?? _________________ 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: Tue Jan 31, 2017 12:58 pm Post subject: |
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garhkal wrote: | Which version of combined actions are you using, that has 10 guards just give +9 pips?? |
Combined actions, page 82 & 83 of R&E.
p. 83 wrote: | If the command roll is successful, the combined action bonus is +1D for every three characters combining. Add a +1 for one "extra" character and a +2 for two "extra" characters. |
In this case, I decided to forgo the command roll (Vangar wouldn't be able to pull it off, with his Command of 3D, but it's also an incredibly easy thing to coordinate a watch, and in their own interest, so I felt OK not using it).
Rechecking, it seems I should've given 10 pips, but I went with "Main character, plus 9 aiding", rather than the rules as written... because it makes no sense for the principal person, who is making the roll, to also contribute a pip. _________________ "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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