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		CRMcNeill Director of Engineering
  
  
  Joined: 05 Apr 2010 Posts: 16428 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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				 Posted: Thu Feb 06, 2020 9:08 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 Vice Admiral
  
  
  Joined: 11 Sep 2013 Posts: 3274 Location: Online
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				 Posted: Thu Feb 06, 2020 9:39 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: 14382 Location: Reynoldsburg, Columbus, Ohio.
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				 Posted: Fri Feb 07, 2020 12:06 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 10:28 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.
 
 | 	  
 
 
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: 591
 
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				 Posted: Fri Feb 07, 2020 5:48 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: 14382 Location: Reynoldsburg, Columbus, Ohio.
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				 Posted: Sat Feb 08, 2020 1:35 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: 16428 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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				 Posted: Wed Sep 22, 2021 12:09 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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