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#1 |
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Join Date: Sep 2017
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Hum... It seems to me that would add complexity instead of reducing. It makes sense but again, it will add a layer of complexity.
After all, by the rule, you just need to choose the TL level of the setting... I would put it as TL 3 or TL 4. |
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#2 |
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Join Date: Aug 2004
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I rather like the idea, as long as the tech differences are mostly lateral in nature; and since the only TLs you cite are between 2 and 5, with each “tech profile” having a mix, that seems to be the case.
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#3 |
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Join Date: Aug 2004
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One thing that might be worth considering is treating each "tech" difference as a "technique" that can be purchased to offset the tech penalties.
Someone who has been around for when electronics used Vacuum Tubes and then learned to use modern electronics with resisters etc - would have been around to use basic skills, but using older antiquidated techniques or equipment would have been something they gained just by living through it and using it. I would also suggest that the skill penalty for tech level difference can never be bought off entirely, but that it rest at -2 as the best hope. Why? If you don't use something day in and day out, you sort of lose familiarity with it. A -2 penalty for unfamiliarity should cover it nicely. Just a thought. |
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#4 |
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Join Date: Mar 2013
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This function is already covered by the divergent technology rules. There might be something needed for when cultures have the same TL, but have so little contact they implement it differently, like how the Romulans in Star Trek don't use wrap cores but rather Artificial quantum singularitys.
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#5 | |
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Join Date: Aug 2004
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Quote:
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#6 | |
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On Notice
Join Date: Aug 2004
Location: Sumter, SC
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Quote:
Using your descriptions and standard Basic Set we get this: Imperial Technology: TL4-5 (Medicine 3-4) Brettonian Technology: TL3 or TL3/4-5 (depending on how regually they run into Imperial Technology) Nordic Technology: TL2 (weapons and armor TL3) (again just slap /4-5 at the end if they regularity handle Imperial Technology) Skaven Technology: TL3^. If you throw in GURPS Fantasy its ETL could be higher though its mundane TL would still be a 3. (again just slap /4-5 at the end if they regularity handle Imperial Technology) Last edited by maximara; 05-09-2019 at 01:38 PM. |
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#7 |
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Join Date: Aug 2004
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The difference is that the players don't have to concern themselves with any of that: all they need to concern themselves with is: is it Imperial, Brettonian, Nordic, or Skaven? If you're familiar with it, no penalty; if not, -3 penalty.
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#8 |
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Join Date: Feb 2016
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The problem with that is it ignores the Tech penalties. A TL2 armorer who tries to fix a TL5 firearm using TL2 tools is probably suffering a -15 to skill. Conversely, a TL5 armorer who tries to fix a TL5 firearm using TL2 tools is probably only suffering a -3 to skill. Tech level is important because it represents accumulated knowledge, not just a tool set.
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#9 | ||
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On Notice
Join Date: Aug 2004
Location: Sumter, SC
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Quote:
Also, familiarity penalties are cumulative with TL penalties. For example a TL9 Surgeon is forced to use a TL7 scalpel. He is at -5 to his skill (-3 for the two TL difference and an additional -2 for an unfamiliar instrument). The inverse is far worse as a TL7 Surgeon would be at a staggering -12 to skill (-10 for the two TL difference and an additional -2 for an unfamiliar instrument) If either of these surgeons are dealing with physiology differences add yet more familiarity penalties to the pile (there are a host of equipment penalties that are relevant at higher TLs but at TL5 or lower we can safely ignore them as a surgeon didn't really have much in the way of equipment.) Quote:
that it does not itself possess. This is frequently the case for low-tech societies with high-tech neighbors, and for colonies." (B513) So TL(whatever)/4-5 (Medicine 3-4) solves this issue with players not having to worry about what the Imperial, Brettonian, Nordic, or Skaven tech is. If they have regularly seen/used it then they are at no penalty to use it. Now repairing it might be an issue but odds are they will simply have the item repaired by the local blacksmith who likely has picked up the needed variations of the TL skills. Step back and ask yourself - just what TL based skills will the players actually use and what TL skills are more likely to be in the hands of NPCs? Last edited by maximara; 05-09-2019 at 08:37 PM. |
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#10 | |
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On Notice
Join Date: Aug 2004
Location: Sumter, SC
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Quote:
If fact, looking at all the options for TL in GURPS 4e I'm not sure just what is being added with this Tech Familiarity idea that some combination of Split, Divergent, and Borrowed TL doesn't cover. And then there is Equivalent TL where magic and/or superscience where the TL functions as it was much higher then it actually is. D&D's Spelljammer has Spacetravel ETL 9 for example but in many respect its mundane TL is in the 3-4 range. |
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