Steve Jackson Games - Site Navigation
Home General Info Follow Us Search Illuminator Store Forums What's New Other Games Ogre GURPS Munchkin Our Games: Home

Go Back   Steve Jackson Games Forums > Roleplaying > GURPS

Reply
 
Thread Tools Display Modes
Old 05-14-2013, 04:11 AM   #11
Sunrunners_Fire
 
Join Date: Mar 2010
Location: Bullhead City, AZ
Default Re: What needs to be reinvented?

Quote:
Originally Posted by Gonzo View Post
Do the Technological Skill (the ones that require defined TL) cover knowledge of previous TLs?
See GURPS Basic, pg 168.

Quote:
Originally Posted by Gonzo View Post
How would you rule out the attempt to craft (or invent first) something sophisticated that was quite popular in pre-disaster era and its working principles were known but no one has any schematics of internal construction (only the general idea). The parts for this device or some similar spare parts will be scavenged. So the task is to take this bunch of parts, use the things you need and construct a device that will work the same way as before.
See GURPS Basic, pg 473 - pg 474.
__________________
"Art thou wroth? Wherefore art thou wroth, brother?"
Tag your threads! (Browse tags here.)
Sunrunners_Fire is offline   Reply With Quote
Old 05-14-2013, 08:08 AM   #12
gilbertocarlos
 
gilbertocarlos's Avatar
 
Join Date: Dec 2009
Location: Caxias do Sul, Brazil
Default Re: What needs to be reinvented?

Quote:
Originally Posted by Gonzo View Post
Thank you all for your thoughts.

Maybe I can clarify and extend the question a bit.

Do the Technological Skill (the ones that require defined TL) cover knowledge of previous TLs?

A quick example is Armory (Small Arms) TL8. Does it cover any consistent knowledge of crafting of TL5 Muskets? Are there just penalties to the skill check?

How would you rule out the attempt to craft (or invent first) something sophisticated that was quite popular in pre-disaster era and its working principles were known but no one has any schematics of internal construction (only the general idea). The parts for this device or some similar spare parts will be scavenged. So the task is to take this bunch of parts, use the things you need and construct a device that will work the same way as before.
If it is a simpler version, yes, it covers, if it has it's complications or is different, then don't.

So, if you know how to make an assault rifle, a bolt action is a simpler version, you could make one, a musket is even simpler, you could make one, however, you couldn't make a crossbow, you would have to use the default.

If you know how to make kevlar, you could make cloth armor, maybe even layered leather and brigandine, but not plate.
gilbertocarlos is offline   Reply With Quote
Old 05-14-2013, 08:58 AM   #13
Langy
 
Join Date: May 2008
Location: CA
Default Re: What needs to be reinvented?

If they don't already have a blueprint for the item (or other instructions on the build process), then I'd rule they have to make an Invention roll, probably at a +5 bonus, maybe more for certain items. This is pretty much regardless of what the actual item is they're trying to make; the Invention roll is how blueprints are created in GURPS, even if the person making them already has a basic understanding of the workings of the finished item or even an example of the item sitting right next to them.
Langy is offline   Reply With Quote
Reply

Tags
inventions, technological skills

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Fnords are Off
[IMG] code is Off
HTML code is Off

Forum Jump


All times are GMT -6. The time now is 01:30 PM.


Powered by vBulletin® Version 3.8.9
Copyright ©2000 - 2017, vBulletin Solutions, Inc.