
platonic-paperwork |
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Oh I like this!
In the interest of using this to streamline the user experience a bit, like Teridax brought up, how about using the precision of senses as the names for the degrees of detection?
i.e. You can have either a precise, imprecise, or vague awareness of a subject. Precise awareness = observing, imprecise awareness = detecting, vague awareness = noticing.
Your degree of awareness of the subject is equal to that of the most precise sense you are detecting them with.
And the environment sets an upper limit for the precision of particular senses.
Maybe add a degree of sensory precision in between precise and imprecise, which gives lesser concealment, to round out the effects.
(Everything else works the same as above).
The end result is mechanically the same (same miss chance etc) but this would hopefully feel more like the player is proceeding directly from "how good is the best sense I'm perceiving them with" through "is there anything obstructing my senses" to "what is the end mechanical result", with each step being rooted in what is tangible to the character. No need to mentally convert from the imprecise sense to the detecting condition, just keep track of how good your current best sense is and go straight to the relevant impact.