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Old 04-26-2017, 04:41 PM   #6
Refplace
 
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Join Date: Nov 2008
Location: Yukon, OK
Default Re: Crafting a more generic Crafting Ruleset

Quote:
Originally Posted by Anaraxes View Post
Higher tech seems to me generally to involve more capital. Even in low tech environments, you need tools. In high-tech ones, the tools, machines, factories become more and more important, relative to the labor. So you probably need three categories of input. Individual tools are still part of that (though they might be software tools), but there are also more group tools, and then the large-scale production facilities, which might require such an enormous investment that no one company, let alone one craftsman, actually owns one for their exclusive use.
My assumption in reducing time was based on having appropriate tools for the TL.
I think straight division by TL is overly simple but using tools of a lower TL should increase the time for pretty much anything I can think of.

Quote:
Originally Posted by Anthony View Post
[*]As a rule of thumb, a job requiring one Easy skill is Poor, Average is Struggling, Hard is Average, and Very Hard is Comfortable. If the job roll requires the lesser of two or more skills of the same difficulty, add +1.[*]At the GMs discretion, you may take a perk to convert any job to a job at your wealth level. Typically this is either cinematic or a superpower.[/LIST]
I like the idea of skill difficulty being a major factor in job level.
As for the rest I thought the Ops question was more about making the material rather than the income.
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REFPLace GURPS Landing Page
My List of GURPS You Tube videos (plus a few other useful items)
My GURPS Wiki entries
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