Re: GURPS Low-Tech Companion 3: Daily Life and Economics
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Re: GURPS Low-Tech Companion 3: Daily Life and Economics
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Re: GURPS Low-Tech Companion 3: Daily Life and Economics
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Re: GURPS Low-Tech Companion 3: Daily Life and Economics
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So far, and that's after having read over 98% of the material, my only complaints are the absence of endurance hunting, that there's no entry for non-legume vegetables in the agriculture section, and some problems with pigs and fowl (how and where to feed them, and how well they can or can't survive on kitchen scraps like dogs). |
Re: GURPS Low-Tech Companion 3: Daily Life and Economics
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Re: GURPS Low-Tech Companion 3: Daily Life and Economics
Under manufacturing, where it says Production (lbs/day) (p.22) it is talking about per worker, right?
If it is talking per worker, then it assumes a human with 10 in every stat? If that is so, then could you scale the production with BL, similar to how mining does it? "How much wood could an ogre lumberjack jack, if an ogre lumberjack could jack wood?" ... god, that is terrible. But I hope my train of though comes across clearly. |
Re: GURPS Low-Tech Companion 3: Daily Life and Economics
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Re: GURPS Low-Tech Companion 3: Daily Life and Economics
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Re: GURPS Low-Tech Companion 3: Daily Life and Economics
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Re: GURPS Low-Tech Companion 3: Daily Life and Economics
On composite weapon materials, it mentions that, for example, a spear is 3/4 wood... but on the materials it's not clear (to me) which size of wood should be used for hafts... 4" poles seem too thick, and planks seem simply inappropriate... any tips?
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