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> Perception and Range, ...or how do you know when you've gone too far?
MikeKozar
post Nov 28 2009, 09:51 AM
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Ran into a judgement call in last week's game, and I wanted to get a few opinions.

The players decided to go after a sniper that was plinking at them. He was using the best available camo and his weapon was stealthed in every way possible - in other words, a competent professional. He was set up 800 meters downrange, with a network of spotter drones to help him find enemies that were trying to approach under cover.

The problem that arose was that the players were trying to spot a guy most of a kilometer away. The rules include a -2 for 'not in immediate vicinity' and -3 for 'far away'. Between the -4 for the ghillie suit and the -3 for 'far away', none of the players had enough Perception pool to spot the guy. Now, spotting a ghillie suited pro from half a kilometer away is damn near impossible, but I'd like to be able to quote numbers for the Damn Near part of that.

My question is, how far do you guys generally consider these distance rules to be in effect? Obviously there are a lot of things that can make things hard to spot, but what would be fair? 500m and 1000m? 250 and 500? 1000 and 3000?
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etherial
post Nov 28 2009, 02:29 PM
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QUOTE (MikeKozar @ Nov 28 2009, 04:51 AM) *
The problem that arose was that the players were trying to spot a guy most of a kilometer away. The rules include a -2 for 'not in immediate vicinity' and -3 for 'far away'. Between the -4 for the ghillie suit and the -3 for 'far away', none of the players had enough Perception pool to spot the guy. Now, spotting a ghillie suited pro from half a kilometer away is damn near impossible, but I'd like to be able to quote numbers for the Damn Near part of that.


Since telling them that it's a -12 modifier would give away the fact that it's a *huuuge* distance, roll some dice behind a GM screen and tell them they all have no idea where the gunner is. Then, if any of them rolled well enough to see the nearest drone, tell them they notice *that*. If they're the type that will get hopelessly frustrated by this, have them roll with no distance modifiers and tell them they fail anyway - and find a way to imply that they're looking in the wrong place, i.e., within their ability to see.
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Draco18s
post Nov 28 2009, 02:37 PM
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Here's a picture of a guy standing 1000 feet away holding up a giant, white sign.

http://www.prisonpolicy.org/images/geograp...nt/w04_1000.jpg

It is not unreasonable that the players can't see someone about 3 times as far away in camo
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Mercer
post Nov 28 2009, 03:42 PM
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1000 feet is 333 yards, which is not that far to see someone standing out in the open. (The USMC rifle range includes firing at 200, 300, and 500 yards, and you can see the targets at 500 yards.)

It's not so much the penalties that are working against the runners, but the sniper's own stealth test. If it was a guy standing out in the open trying to shoot at them, the distance and cover wouldn't be that much of a factor. Even with penalties someone with a decent INT and PER and the enhancements would get the success. It's the threshold that screws you.

Personally, I'd tell the players the penalty they have to roll at. Yeah, it tells them that the guy is way far away (or has other penalties working in his favor), but how many dice you're actually rolling is a big factor in whether or not you're going to roll Edge. And in a severely penalized test, Edge might be your best bet.

I don't think there is a cutoff for Perception tests. If someone can see the PC's, the PC's should have a chance to see them.

It also sounds like your group has some low Perception pools. I mean, 4 INT and 4 Perception, 3 dice from the Vision or Aural Enhancements is 11 dice; that's enough dice to potentially spot something, and that's nto counting the +3 for "actively looking". (A silenced gunshot is a Threshold 2, the penalty for the range is -3 and -2 for interferring sounds, still seems doable. This is also the reason I always pick up a spatial recognizer. The runners use the aural test to pinpoint the general location of the sniper and then could use their vision mag to negate the distance penalty, because now they know where to zoom in.)

There are a lot of other rolls you can give the runners to help out though. LOG + Tactics to pick out the best vantage points to snipe from could narrow their search down (particluarly in an urban environment, where there are a lot of intervening obstacles). Figuring out the general trajectory of the rounds and where the sniper's blind spots are would also give them clues. By the time you get a position and start moving in that direction the sniper will have likely moved to a back-up spot, but if you're making the sniper move you have a better chance of spotting them.
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Tymeaus Jalynsfe...
post Nov 28 2009, 04:59 PM
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QUOTE (Mercer @ Nov 28 2009, 08:42 AM) *
1000 feet is 333 yards, which is not that far to see someone standing out in the open. (The USMC rifle range includes firing at 200, 300, and 500 yards, and you can see the targets at 500 yards.)

It's not so much the penalties that are working against the runners, but the sniper's own stealth test. If it was a guy standing out in the open trying to shoot at them, the distance and cover wouldn't be that much of a factor. Even with penalties someone with a decent INT and PER and the enhancements would get the success. It's the threshold that screws you.

Personally, I'd tell the players the penalty they have to roll at. Yeah, it tells them that the guy is way far away (or has other penalties working in his favor), but how many dice you're actually rolling is a big factor in whether or not you're going to roll Edge. And in a severely penalized test, Edge might be your best bet.

I don't think there is a cutoff for Perception tests. If someone can see the PC's, the PC's should have a chance to see them.

It also sounds like your group has some low Perception pools. I mean, 4 INT and 4 Perception, 3 dice from the Vision or Aural Enhancements is 11 dice; that's enough dice to potentially spot something, and that's nto counting the +3 for "actively looking". (A silenced gunshot is a Threshold 2, the penalty for the range is -3 and -2 for interferring sounds, still seems doable. This is also the reason I always pick up a spatial recognizer. The runners use the aural test to pinpoint the general location of the sniper and then could use their vision mag to negate the distance penalty, because now they know where to zoom in.)

There are a lot of other rolls you can give the runners to help out though. LOG + Tactics to pick out the best vantage points to snipe from could narrow their search down (particluarly in an urban environment, where there are a lot of intervening obstacles). Figuring out the general trajectory of the rounds and where the sniper's blind spots are would also give them clues. By the time you get a position and start moving in that direction the sniper will have likely moved to a back-up spot, but if you're making the sniper move you have a better chance of spotting them.



Even at the 1000 Meter Mark on the Extended Rifle Ranges (Several USMC Bases have Ranges at these distances), you can still see a man-sized target, and can hit it with the open sights on an M16 Rifle... Have done it myself... it does take a certain amount of skill to engage the target at that range, but it is not impossible, adding a scoped sniper rifle tends to make it a bit easier definitely...

The perception test to see a ghillie suited character at that range will be difficult (nigh impossible if the sniper is at all competent), but you should have the opportunity to do so.... But, You are right... the infiltration threshold will be a bitch though...

Keep the Faith
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Jack Kain
post Nov 28 2009, 05:31 PM
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Where are the runners? in most urban environments cover isn't that hard to find. If a guy down the street is firing at you with a sniper rifle all you need to do is go around a corner. If he has spotter drones then they can get to cover hack the drones and trace the signal right back to him. That would have been the best way to go at it.
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Tymeaus Jalynsfe...
post Nov 28 2009, 05:34 PM
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QUOTE (Jack Kain @ Nov 28 2009, 10:31 AM) *
Where are the runners? in most urban environments cover isn't that hard to find. If a guy down the street is firing at you with a sniper rifle all you need to do is go around a corner. If he has spotter drones then they can get to cover hack the drones and trace the signal right back to him. That would have been the best way to go at it.



This is very true... Sniping in an urban environment is useful, but rarely at the ranges that are used in an open environment... avoiding the sniper, once you know his general location, is not that hard to do in an urban environment... unfortunately, you may not survive the initial attack if the sniper is competent...
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kzt
post Nov 28 2009, 05:47 PM
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QUOTE (Tymeaus Jalynsfein @ Nov 28 2009, 10:34 AM) *
This is very true... Sniping in an urban environment is useful, but rarely at the ranges that are used in an open environment... avoiding the sniper, once you know his general location, is not that hard to do in an urban environment... unfortunately, you may not survive the initial attack if the sniper is competent...

I'm told that after the 2nd-3rd shot most experienced people have a pretty good idea of direction, which tends to rapidly result in a sniper who keep shooting becoming an dead sniper.
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Tymeaus Jalynsfe...
post Nov 28 2009, 06:25 PM
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QUOTE (kzt @ Nov 28 2009, 10:47 AM) *
I'm told that after the 2nd-3rd shot most experienced people have a pretty good idea of direction, which tends to rapidly result in a sniper who keep shooting becoming an dead sniper.



This is very true, for those urban shots, for more distant shots, it is a bit trickier, dependant upon range and methods to minimize sound... But, experienced snipers do not tend to take a great many shots from the same platform... they do not tend to place themselves in a spot that they will be using for an extended period of time for multiple shots; instead,they provide themselves several locations that they can travel to with minimal effort that take advantage of several good bullet avenues...

If you have taken more than a couple of shots from the same position, it is time to move...

Keep the Faith
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MikeKozar
post Nov 28 2009, 10:34 PM
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QUOTE (Jack Kain @ Nov 28 2009, 09:31 AM) *
Where are the runners? in most urban environments cover isn't that hard to find. If a guy down the street is firing at you with a sniper rifle all you need to do is go around a corner. If he has spotter drones then they can get to cover hack the drones and trace the signal right back to him. That would have been the best way to go at it.


The team is going after an escaped experimental biodrone in the Cascade foothills, East of present-day Enumclaw, WA. The map is a fairly open wooded area. With the exception of a few boulders, most of the available cover was trees, which are pretty low on the Barrier table - the sniper used the indirect fire rules with his spotter drones and shot them right through the trunk. As the players picked off the drones, he lost his edge, and eventually got run down by the CybOrk with the Olfactory sensor. Hacking the drones is a good idea, but the team's Rigger was on GM duty this week. (IMG:style_emoticons/default/smile.gif)

QUOTE (Tymeaus Jalynsfein @ Nov 28 2009, 10:25 AM) *
This is very true, for those urban shots, for more distant shots, it is a bit trickier, dependant upon range and methods to minimize sound... But, experienced snipers do not tend to take a great many shots from the same platform... they do not tend to place themselves in a spot that they will be using for an extended period of time for multiple shots; instead,they provide themselves several locations that they can travel to with minimal effort that take advantage of several good bullet avenues...

If you have taken more than a couple of shots from the same position, it is time to move...

Keep the Faith


I wrestled with realism vs. game balance there. A smart sniper takes the shot and gets the hell out of there; a smart sniper could probably wipe out the team before they could get to him. Since this is the first sniper this bunch of players has had to face, I decided to start off a little less then maximum lethality - no AP or Ex-Ex rounds, no called shots, no shoot and scoot or calls to other units for support. Mostly an exercise in Perception tests and long-range fire. It was still pretty effective - one PC KO'd and two more then halfway to KO'd. Considering this was supposed to be a minor encounter, I think making him any smarter could have been a TPK at the wrong point in the story.
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Mercer
post Nov 28 2009, 11:43 PM
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It could go either way. If the sniper was moving after every third shot, he or she would be much harder to pinpoint but it might be easier to spot them in transit, and the runners would have had the time the sniper was moving to move themselves (if they could figure out when that was).

In wilderness environments, there's a lot of cover from elevation differences as well. The sniper has to either be very high up (making him easier to spot since there a fewer places for him to be), or accept that there are a lot of "dead zones" that he can't fire into.
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toturi
post Nov 29 2009, 12:27 AM
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QUOTE (Mercer @ Nov 29 2009, 07:43 AM) *
It could go either way. If the sniper was moving after every third shot, he or she would be much harder to pinpoint but it might be easier to spot them in transit, and the runners would have had the time the sniper was moving to move themselves (if they could figure out when that was).

In wilderness environments, there's a lot of cover from elevation differences as well. The sniper has to either be very high up (making him easier to spot since there a fewer places for him to be), or accept that there are a lot of "dead zones" that he can't fire into.

That is true. Perhaps if the characters had some form of tactical knowledge, they could guesstimate where he is from the direction of the shots came from.
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hahnsoo
post Nov 29 2009, 12:34 AM
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There's also Weapon Watcher software (which requires thermographic sensor input, natch) in Arsenal p61. While the software's rating is used for a Perception test, it's a Perception test which has a custom GM-determined threshold and doesn't use the standard Perception test penalties (if it did, it would be nearly useless). You can probably house rule that Weapon Watcher software adds bonus dice or works as a teamwork test to a standard Perception test for looking for weapons fire.

Hindsight is 20/20 though, and the players probably aren't aware of such software.
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Rotbart van Dain...
post Nov 29 2009, 12:42 AM
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QUOTE (hahnsoo @ Nov 29 2009, 02:34 AM) *
While the software's rating is used for a Perception test, it's a Perception test which has a custom GM-determined threshold and doesn't use the standard Perception test penalties

If it's a Perception Test, it uses Perception Test rules.

Thus, it rolls Sensor Rating and Software Rating as DP.
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hahnsoo
post Nov 29 2009, 01:16 AM
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QUOTE (Rotbart van Dainig @ Nov 28 2009, 07:42 PM) *
If it's a Perception Test, it uses Perception Test rules.

Thus, it rolls Sensor Rating and Software Rating as DP.
If so, it's really poorly worded. For example, for Gait Analysis software: "In all cases, use the software’s rating for the Perception Test against a gamemaster-determined threshold." This can be interpreted to mean "just roll the software's rating and let the GM figure it out".

Or Noise Analysis: "Use the software’s rating as the dice pool for noise-based Perception Tests." Note that it doesn't say "roll a Perception test with Sensor + Software Rating". It says use the Software rating as dice pool. Period.

Same thing with Visual Spotter: "Use the software’s rating as the dice pool for visual-based Perception Tests to identify, spot, or track a particular shape/object."

Or the Lie Detection software which says: "Lie detection software can be used to make a Judge Intentions Test (see p. 130, SR4) specifically to ascertain honesty using its rating as the dice pool."

Weapon Watcher is more vague, saying "Use the software's rating for the Perception Test" which leaves it open as using the Sensor + Software Rating as a Perception test (rather than Sensor + Clearsight). Still, I'm not seeing in RAW that says you should add the rating of the software to the Sensor attribute of a sensor or the Intuition of the user.

I understand that Sensor + Software Rating or possibly as bonus/teamwork dice to the Perception test is the most logical way to do it, and that's how it's used in our games. It's just not explicitly stated, as far as I can see. Do you have a reference supporting this interpretation? Because neither Arsenal nor the Arsenal errata supports this.
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Mercer
post Nov 29 2009, 01:17 AM
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See, this is why I always invest in the aural boosts. It's usually easier to hear snipers than it is to see them. Visually it's INT+Per+Vision Enhancements, so let's say 4+4+3, minus the ghille suit and range of -7 and a threshold determined by the sniper's Infiltration roll. Hearing it's INT+Per+Aural Enhancements, +2 for the Spacial Recog to pinpoint the location of sounds, minus the range. so let's say 4+4+3+2-3, and the threshold is only [2] for the silenced gunfire.

This also seems like a good time to mention a spell that doesn't seem to get much use, Trid Phantasm. It's like carrying your own cover and concealment around with you. You throw a brick wall out there, it doesn't matter if they know it's not real, if they can't beat the spell they can't see through it, so it's blindfire. And once you get to hard cover you can send out Trid Phantasms of yourself to draw fire, which can help you safely pinpoint the sniper. I love that spell. (Invisibility is nice too, but it's a lot easier to get everyone behind one big Trid Phantasm than it is to cast an Imp Invis for everyone in the group.)
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MikeKozar
post Nov 29 2009, 01:25 AM
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Lots of good info in here already, thanks everybody.

Did anyone have an opinion on the ranges for the distance penalties?
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toturi
post Nov 29 2009, 01:30 AM
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QUOTE (MikeKozar @ Nov 29 2009, 09:25 AM) *
Lots of good info in here already, thanks everybody.

Did anyone have an opinion on the ranges for the distance penalties?

That is your call. But I feel that you should be consistent in making it.

A 20+ dice pool Perception adept is one of the few character concepts that I feel still has currency post SR4A. There are so many negative dice pool Perception modifiers that none of the "extra" dice would be wasted.
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Mercer
post Nov 29 2009, 02:07 AM
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Yeah, the first phys ad I made ended up with a 15 dice perception test pretty much by accident.

Another good use of the Trid Phantasm spell, once you've pinpointed the sniper, you can but a giant, six meter long blinking red arrow over him pointing down. That would freak me out, if I were trying to be stealthy.
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Whipstitch
post Nov 29 2009, 02:16 AM
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This is why I play mages; cast Extended Detect Enemies and nuke 'em from orbit, erm, I mean, summon spirits. Sadly, even that has serious range limitations.


[EDIT] I had something more useful here, but the more I think about it the less confident I am in what is really a good range of numbers to use. Bah.
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Saint Sithney
post Nov 29 2009, 07:00 AM
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Astral scouting FTW.
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MikeKozar
post Nov 29 2009, 07:10 AM
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QUOTE (Saint Sithney @ Nov 28 2009, 11:00 PM) *
Astral scouting FTW.


Does anybody actually have rules for this charlie foxtrot? 'Cause every time the mage gets up to the plate, he tries to use the Search power, an interval 10 minute extended test spirit power.
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Tachi
post Nov 29 2009, 07:16 AM
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QUOTE (Mercer @ Nov 28 2009, 08:07 PM) *
Another good use of the Trid Phantasm spell, once you've pinpointed the sniper, you can but a giant, six meter long blinking red arrow over him pointing down. That would freak me out, if I were trying to be stealthy.

(IMG:style_emoticons/default/rotfl.gif)
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Mercer
post Nov 29 2009, 07:27 AM
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QUOTE (MikeKozar @ Nov 29 2009, 08:10 AM) *
Does anybody actually have rules for this charlie foxtrot? 'Cause every time the mage gets up to the plate, he tries to use the Search power, an interval 10 minute extended test spirit power.


Search isn't that useful looking for snipers, unless you have a lot of time and know basically who's shooting at you. (There's teh 10 minute test, plus the spirit can only search for individuals the summoner can give a mental image of.)

Astral scouting is a little quicker. The astral mage can zip around and try to locate the sniper that way, but to me this is more useful if the mage already has a general idea of where the sniper is. In an urban environment, there's going to be so many people that pinpointing the one doing the shooting is going to be problematic and in a wilderness environment you've got a lot of natural flora and fauna that block astral sight.

However, if the mage does have a general idea of where the sniper is, he or she can cross that distance in one Combat Turn and start observing in detail. Once the sniper is spotted, a summoned spirit can tie the sniper up until reinforcements arrive.
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kzt
post Nov 29 2009, 08:11 AM
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Of course, it's also a great way to bag the mage. You have a thug with a gun, a 'sniper'. Unknown to him his real purpose is to draw the attention of the mage, which is why there are two spirits of man with concealment and manbolt patiently waiting on the astral....
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