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#1 | |
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GURPS FAQ Keeper
Join Date: Mar 2006
Location: Kyïv, Ukraine
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Quote:
'I need to fix a paper shredder. Now, I have an Electronics Repair toolkit in my inventory, but I wonder if it includes a screwdriver type #6 that matches one of its screws.' 'I am using a Silver Crescent type of punch, so he will get a +1 to Parry if he decides to defend with a Swampy Woodland arm parry, but -1 if he tries the Shaky Bamboo parry against it.' These things are mostly abstracted by necessity, as a GM and player can not be expected to be proficient in the intricacies of all the skills out there. Or else there goes death to roleplaying and life to playing oneself only. Usually, when a player wants to perform a chemistry task, the GM has to answer what does the PC need in terms of tools. The problem is that the tools in SS and UT/HT are the same, but with wildly different prices and masses. |
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#2 | |
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Join Date: Nov 2006
Location: Heartland, U.S.A.
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Quote:
Of course, this does not address why a full room-sized lab from UT/HT differs in any way from the same room-sized lab in Spaceships. The only thing I can offer is that the UT/HT lab does not include the costs for the fairly regular replacement of consumables, and Spaceships lab does. I'm being a GURPS apologist here. I have no real insider knowledge into why the prices and masses are different. My guess would be the games effects of price and mass for labs was arrived at independently in all cases, without consulting the other books. Different assumptions resulted in different results. What these assumptions are, and how they arrived at the stats given, only the authors can tell us for sure.
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#3 | |
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Join Date: Mar 2006
Location: Iceland*
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Then there's the fact that the portable labs require housing, for some kinds of work very specific and expensive housing. Add to that power requirements. I won't pretend that once this is all accounted for, the prices will match exactly, but as a GM, I'd react to a suggestion that Labs on a research ship will consist of Suitcase labs stored in personal quarters by reminding the player that this would mean that there were a lot of tasks that he simply could not do with his tools unless he had a real Lab module.
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Za uspiekh nashevo beznadiozhnovo diela! |
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#4 |
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Join Date: Aug 2007
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It hasn't permeated my gaming activity. In fact it's never come up at all.
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Fred Brackin |
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#5 |
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GURPS FAQ Keeper
Join Date: Mar 2006
Location: Kyïv, Ukraine
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On the contrary, people regularly use abstract toolkits and other stuff in RPGs, install abstract programs on abstract computers with no regard for compatibility between architecture/OS and the program (which is not a given), etc. and nobody notices. It's just the way things are.
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#6 | |
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Join Date: Aug 2007
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That specific issue or any thing much like it really hasn't come up in my personal gaming experience.
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Fred Brackin |
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#7 | |
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GURPS FAQ Keeper
Join Date: Mar 2006
Location: Kyïv, Ukraine
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Quote:
Anyway, the price discrepancy sort of came up when I designed a base using the expanded Pyramid rules, and its 3 or 5 labs accounted for 20% of its total cost. It was weird in that those rooms cost so much compared to the hangars, power plant and other stuff. |
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#8 | |
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Join Date: Mar 2011
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#9 |
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Join Date: Mar 2010
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#10 | |
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Join Date: Mar 2006
Location: Iceland*
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Quote:
Other rooms just don't require the same safety protocols, with multiple layers of airlocks and suchlike.
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Za uspiekh nashevo beznadiozhnovo diela! |
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| Tags |
| economics, high-tech, laboratories, labs, spaceships, ultra-tech |
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