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General Tabletop Discussion
*Dungeons & Dragons
Vision and Distance: Noticing the Concealed and the Unconcealed
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<blockquote data-quote="pming" data-source="post: 7093898" data-attributes="member: 45197"><p>Hiya!</p><p></p><p>Well, you'd have to come up with more than just distance. I mean, if you are going to 'detail' distance modifiers you should also factor in a few other things. Like any head gear the person it wearing. And maybe add a new stat to the game like "Hearing"...while we're at it, might as well add "Sight", "Olfactory" and "Taste" (for the future). So, Distance, Head gear and environmental conditions. Hmmm.... Environmental Conditions is a bit vague. Better break that up into Humidity, Air Pressure, and Noise Effect (which we'd need a list like Wind [Very Strong, Strong, Brisk, Breeze]). I guess we need some sort of 'echo' or 'reverberation' modifiers too...shouting to someone while on a flat, sandy desert is a LOT less likely to be effective than shouting down a canyon at someone. </p><p></p><p>Oh, almost forgot, we need modifiers for: Terrain Substance, Footwear, Clothing Type, Clothing Layers, Outside Noise Factors (like chirping birds or crickets, creaking trees, general conversations by passers by, etc), Wakefulness, Sound Pitch (which should be a sub-ability for the new Hearing stat...some people hear higher/lower pitch sounds), and probably a dozen or two others I'm forgetting right now.</p><p></p><p>There. NOW we can have a more 'realistic' Hearing/Perception system. Should make the game run so-o much more smoothly now by nixing all player and DM input.</p><p></p><p><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>...</p><p>...</p><p>...</p><p></p><p>Yeah, sarcasm. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> As <em>soon</em> as you start adding in "distance" (or other such "details") for deciding modifiers in the game, you are stepping on a very <em>very</em> slippery slope my friend. When do you stop? Just with Distance? What about if it's raining or foggy? What about a thief trying to walk on cobblestone vs fresh turned earth? Stone floor? Wooden floor? Birds chirping or crickets? What about other people in the area just doing their stuff...talking, hammering on an anvil, cooking food? As I said...slippery slope.</p><p></p><p>5e isn't built like that. It's built with "You're the DM, grow a pair and start f'ing <em>DM'ing!</em>" (although in not such forceful words...). There's a reason why TTRPG's will trump Computer RPG's every single time in this regard. A human brain, especially one with experience in such matters (re: an experienced DM...which takes time to accumulate, not simply the accumulation of books/articles/etc). A human DM can think "It's evening, people are closing up shop and talking, walking, etc...slight breeze, more horses to pull carts, cobblestone streets but close-packed buildings....about 60'....say....DC 18 to pick out one particular voice". WAAAAAAY faster than flipping through a dozen charts and calculating bonuses and penalties. And, as someone above said...the players will likely never know the DC anyway, so no matter to them, in the overall scheme of things.</p><p></p><p>If you really feel you MUST have something for distance, make it BIG distances; like, 0-30' = no adjustment, then -1 per 30'. Easier to handle smaller numbers with wider ranges, imho.</p><p></p><p>^_^</p><p></p><p>Paul L. Ming</p></blockquote><p></p>
[QUOTE="pming, post: 7093898, member: 45197"] Hiya! Well, you'd have to come up with more than just distance. I mean, if you are going to 'detail' distance modifiers you should also factor in a few other things. Like any head gear the person it wearing. And maybe add a new stat to the game like "Hearing"...while we're at it, might as well add "Sight", "Olfactory" and "Taste" (for the future). So, Distance, Head gear and environmental conditions. Hmmm.... Environmental Conditions is a bit vague. Better break that up into Humidity, Air Pressure, and Noise Effect (which we'd need a list like Wind [Very Strong, Strong, Brisk, Breeze]). I guess we need some sort of 'echo' or 'reverberation' modifiers too...shouting to someone while on a flat, sandy desert is a LOT less likely to be effective than shouting down a canyon at someone. Oh, almost forgot, we need modifiers for: Terrain Substance, Footwear, Clothing Type, Clothing Layers, Outside Noise Factors (like chirping birds or crickets, creaking trees, general conversations by passers by, etc), Wakefulness, Sound Pitch (which should be a sub-ability for the new Hearing stat...some people hear higher/lower pitch sounds), and probably a dozen or two others I'm forgetting right now. There. NOW we can have a more 'realistic' Hearing/Perception system. Should make the game run so-o much more smoothly now by nixing all player and DM input. ;) ... ... ... Yeah, sarcasm. :) As [I]soon[/I] as you start adding in "distance" (or other such "details") for deciding modifiers in the game, you are stepping on a very [I]very[/I] slippery slope my friend. When do you stop? Just with Distance? What about if it's raining or foggy? What about a thief trying to walk on cobblestone vs fresh turned earth? Stone floor? Wooden floor? Birds chirping or crickets? What about other people in the area just doing their stuff...talking, hammering on an anvil, cooking food? As I said...slippery slope. 5e isn't built like that. It's built with "You're the DM, grow a pair and start f'ing [I]DM'ing![/I]" (although in not such forceful words...). There's a reason why TTRPG's will trump Computer RPG's every single time in this regard. A human brain, especially one with experience in such matters (re: an experienced DM...which takes time to accumulate, not simply the accumulation of books/articles/etc). A human DM can think "It's evening, people are closing up shop and talking, walking, etc...slight breeze, more horses to pull carts, cobblestone streets but close-packed buildings....about 60'....say....DC 18 to pick out one particular voice". WAAAAAAY faster than flipping through a dozen charts and calculating bonuses and penalties. And, as someone above said...the players will likely never know the DC anyway, so no matter to them, in the overall scheme of things. If you really feel you MUST have something for distance, make it BIG distances; like, 0-30' = no adjustment, then -1 per 30'. Easier to handle smaller numbers with wider ranges, imho. ^_^ Paul L. Ming [/QUOTE]
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Vision and Distance: Noticing the Concealed and the Unconcealed
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