Couple of questions, couldnt get a solid answer from reading the forum and I think I'm reading into the rules a little bit.
Do you add to strike bonuses to your natural roll to beat AR?
Example: I roll a 13. I have a +5 to strike (18). Will it penetrate an AR14? How about AR 18?
Nightvision for Elves, Dwarves and such. Is it amplified light like PVS-7's or is it infrared loke Predator?
I have been using the bonuses in the group I GM and I have been treating the Nightvision like I.R. Just wanting to clear it up before I get too deep into the game and players are use to it my way instead of the right way.
AR and Nightvision for non-humans
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Re: AR and Nightvision for non-humans
Brewski wrote:Do you add to strike bonuses to your natural roll to beat AR?
Example: I roll a 13. I have a +5 to strike (18). Will it penetrate an AR14? How about AR 18?
By the rules, yes. However, many people say you do not, to allow armor to have a bit more impact on the game.
Nightvision for Elves, Dwarves and such. Is it amplified light like PVS-7's or is it infrared loke Predator?
It's never quite said. I tend to borrow from Shadowrun, and ascribe nightvision to differences in eye structure (a preponderance of rods over cones, IIRC), allowing them to make the most of even minimal light, giving it a somewhat washed-out appearance. Pick a method, though.
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Re: AR and Nightvision for non-humans
By the rules its the modified strike roll. But GM's have no problem with using the nat die roll.
Elves can see in total darkness, so their sight is quasi magical/mystical.
As to other night-visions, its up to the GMs as to how they work. But its also the responsibility of the GM to tell the players how they rule how nightvision works.
If its non-mystical vision I would go with the light amplification or near IR vision. If its quasi mystical you could go with thermal vision to complement the normal vision.
Elves can see in total darkness, so their sight is quasi magical/mystical.
As to other night-visions, its up to the GMs as to how they work. But its also the responsibility of the GM to tell the players how they rule how nightvision works.
If its non-mystical vision I would go with the light amplification or near IR vision. If its quasi mystical you could go with thermal vision to complement the normal vision.
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Re: AR and Nightvision for non-humans
I generally allow the strike bonus to help in penetrating AR myself.
As to the nightvision thing, I generally think of it like a cat. They can see well in near total darkness, but not as far as they can during the day.
As to the nightvision thing, I generally think of it like a cat. They can see well in near total darkness, but not as far as they can during the day.
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"Unhand me you slobbering son of an Orcish whore!" - Ariana Moonstone, Palladin (Another primary character of mine.)
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Re: AR and Nightvision for non-humans
Thank everyone for the help.
I think I'm going to move away from the IR vision and use the light enhanced method. IR is just to good.
I also like the 10% method.
I put it up to the player for the bonuses going to AR. I made sure they understood that the enemy will have the same advantages as they do either way.
I think I'm going to move away from the IR vision and use the light enhanced method. IR is just to good.
I also like the 10% method.
I put it up to the player for the bonuses going to AR. I made sure they understood that the enemy will have the same advantages as they do either way.