Greetings, all!
I was looking for effects of loud noises, found one, but am now puzzled by the contradiction between the way rules work:
Seems solid? Yep. But then I read Tactical Shooting:
So, the effect of Protected Hearing is
Conversely, the effect in TSh is unGURPSy:
Simply put, with TSh mechanics, Protected Hearing isn't. What gives? Seems like either Protected Hearing needs to be reduced in price to 2 points at most, or Tactical Shooting needs a minor revision similar to the Powers: Enhanced Senses one we had recently.
Thanks in advance!
I was looking for effects of loud noises, found one, but am now puzzled by the contradiction between the way rules work:
Quote:
Originally Posted by B78, Protected Sense One of your ranged senses is pro- tected against overload. It rapidly adapts to the most intense of stimuli, allowing you to function normally after a maximum of two seconds of impairment. You will never suffer per- manent damage to that sense as a result of excessive sensory input, and you get +5 to rolls to resist temporary damage and Sense-Based attacks tar- geting that sense. |
Seems solid? Yep. But then I read Tactical Shooting:
Quote:
Originally Posted by TSh34 Apply -4 to Hearing rolls after gunshots outdoors, or -5 if inside a building or vehicle, unless suppressors were used. This applies to everybody nearby, including shooter, target, and bystanders. [notice it doesn't list the resistance roll against this affliction] The hearing impairment lasts for (20-HT) minutes, minimum one minute. After that, roll vs. HT every second to recover. A critical failure on the first try means the shooter has acquired permanent Hard of Hearing (p. B138)! Robust Hearing (p. 40) reduces Hearing penalties by -1 and gives +1 to the HT roll. Protected Hearing – e.g., from ear pro- tection (High-Tech, p. 70) – gives +5 to the recovery roll and prevents permanent loss completely. |
So, the effect of Protected Hearing is
- Reduction of impairment duration to a flat 2 seconds.
- A +5 to resist temporary hearing-impairment effects.
- You never suffer permanent impairment.
Conversely, the effect in TSh is unGURPSy:
- Not only does it have a cosmic-ish effect of ignoring HT rolls, but it also sidesteps the Protected Sense ability to resist hearing-impairing.
- It sidesteps the reduction of temporary impairments' duration.
Simply put, with TSh mechanics, Protected Hearing isn't. What gives? Seems like either Protected Hearing needs to be reduced in price to 2 points at most, or Tactical Shooting needs a minor revision similar to the Powers: Enhanced Senses one we had recently.
Thanks in advance!
Tactical Shooting vs. Protected Hearing
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