07-13-2018, 06:42 AM | #21 | |
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Re: TL8 Gadgeteers and TL12 Genetic Engineering
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07-13-2018, 07:19 AM | #22 |
Join Date: Feb 2016
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Re: TL8 Gadgeteers and TL12 Genetic Engineering
Experimental Procedures are for government superagents benefitting from genetic modifications one TL early, not gadgeteers or inventors developing such technology. The rules for inventor costs are found in Biotech (pp. 17-18). The rules for gadgeteer costs are found in Campaigns (pp. 475-477). The example in Campaigns (pp. 475-476) explicitly shows that gadgeteers pay only 15x as much for an invention at +3 TL, not 1,000x as much.
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07-13-2018, 08:17 AM | #23 | |
Join Date: Jun 2005
Location: Lawrence, KS
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Re: TL8 Gadgeteers and TL12 Genetic Engineering
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Bill Stoddard I don't think we're in Oz any more. |
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07-13-2018, 08:50 AM | #24 | ||
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Re: TL8 Gadgeteers and TL12 Genetic Engineering
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About the extrapolation note by whswhs it is true that it is necessary to check that the linear equation that I pose is valid because it is not mathematically stated in the book, but in accordance to zero order logic and the other rules of the game the conclusion is true. |
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07-13-2018, 01:34 PM | #25 |
Join Date: Feb 2016
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Re: TL8 Gadgeteers and TL12 Genetic Engineering
We are talking about Gadgeteer and Invention rules that have been established for over a decade. A TL6 Gadgeteer could potentially produce TL9 megacomputers for only x15 the cost (even though they are x10 million times more powerful and possess x100 million times the storage capacity), it is just that no one will be likely able to operate or repair them because they will suffer a -15(!) to skill. A TL9 character who discovered the computer in a TL9 campaign might be mystified by the baroque nature of the design, but they would likely suffer only familiarity penalties (rather than TL penalties) because they would be dealing with a rather unique computer language.
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07-13-2018, 02:08 PM | #26 | |
Join Date: Jun 2005
Location: Lawrence, KS
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Re: TL8 Gadgeteers and TL12 Genetic Engineering
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Bill Stoddard I don't think we're in Oz any more. |
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07-13-2018, 02:14 PM | #27 |
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Re: TL8 Gadgeteers and TL12 Genetic Engineering
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07-13-2018, 02:44 PM | #28 |
Join Date: Jun 2005
Location: Lawrence, KS
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Re: TL8 Gadgeteers and TL12 Genetic Engineering
There seems to be no question of propositional logic applying here. The statement in the rules is "If you create an invention one TL higher than your current TL the cost is multiplied x10." There is no "if" term for "you create an invention two TLs higher than your current TL." Therefore there is no rule in that case; the cost is not defined.
If your current TL is 8, and you create a TL9 invention, your current TL does not become 9; you seem to be assuming the contrary, but there is nothing in the rules to justify this.
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Bill Stoddard I don't think we're in Oz any more. |
07-13-2018, 02:47 PM | #29 | |
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Re: TL8 Gadgeteers and TL12 Genetic Engineering
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07-13-2018, 02:52 PM | #30 |
Join Date: Jun 2005
Location: Lawrence, KS
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Re: TL8 Gadgeteers and TL12 Genetic Engineering
I don't understand how that's a follow-up to my previous post. But in any case I would say that the answer is not a matter of the rules of GURPS. You have to decide how it works in your game world. I don't think it's even a matter for paying a point cost; there isn't a GURPS rule for a human being being able to have children with a gorilla, an oak tree, or a volcano as an advantage . . . though I suppose such a trait could be made up.
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Bill Stoddard I don't think we're in Oz any more. |
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