08-30-2022, 10:39 AM | #31 | |
Join Date: Aug 2007
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Re: Using 3e's Tech Levels, or adding more Tech Levels beyond 12.
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That's why it has double the output of FP whan using Draw Power. That spell turns the electric output into FP as it would for more conventional power sources but also directly taps the Oz particle flux. So ^ is probably a misleading label. NEMA does not require any form of Gadgeteeering in the Merlin lines and a "normal" Gadgeteer without Magery wold be stuck trying to analyze a found NEMA reactor.
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Fred Brackin |
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08-30-2022, 11:04 AM | #32 | |
Join Date: Dec 2007
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Re: Using 3e's Tech Levels, or adding more Tech Levels beyond 12.
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TL is the mechanic that lets lets you encounter technology and not be able to duplicate it because you are "too primitive" or it's "too alien". While the GM can of course introduce, let's, say, "antigravity" as a superscience at any TL from 0 to 13, that's external. Internally if I am are running a Star Trek style game I don't really want flint-knappers to be able to reverse engineer reactionless drives. So I need to assign a TL to my superscience because in a Star Trek style game I will constantly be running into people at all levels of technological development very possibly including people with technological capabilities my culture can't duplicate because they are "too advanced" Last edited by David Johnston2; 08-30-2022 at 11:10 AM. |
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08-30-2022, 11:27 AM | #33 | ||
Join Date: Jun 2013
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Re: Using 3e's Tech Levels, or adding more Tech Levels beyond 12.
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It's also useful in knowing what may be available if you don't have an exhaustive setting-specific list. And there are also some things - like the bonus for "best available" equipment, or how rapidly a character recovers under the care of someone with Physician - that is dependent on the numerical TL. Setting a TL can be useful even in a setting where everybody the characters will encounter is at the same TL.
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GURPS Overhaul Last edited by Varyon; 08-30-2022 at 11:31 AM. |
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08-30-2022, 01:03 PM | #34 |
Join Date: Aug 2007
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Re: Using 3e's Tech Levels, or adding more Tech Levels beyond 12.
I was working from the earlier and more complete descriptions found in Gurps Technomancer whihc was the orginal source..
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Fred Brackin |
08-30-2022, 03:58 PM | #35 |
Join Date: Mar 2013
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Re: Using 3e's Tech Levels, or adding more Tech Levels beyond 12.
The power source for C3P0 is much smaller than anything we can design today. R2D2 has more volume compared to it's surface area, so we can make basic R2D2 droids today.
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08-30-2022, 04:54 PM | #36 | |
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Join Date: Aug 2004
Location: Sumter, SC
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Re: Using 3e's Tech Levels, or adding more Tech Levels beyond 12.
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*Look at a number of commonly used non-superscience devices and equipment and see if these cluster around one or two TLs as usually defined. If possible go with the lowest TL to get the majority of the items and mark anything more then one step above the TL as superscience.' GURPS Adaptations supports this view by suggesting looking at the overall pattern adding superscience (^) to the TL. Since the scale maxes out at TL12 (being 4 steps above the TL8 of 2007 ie effectively incomprehensible to TL8) and TL11 is just this side of understandable (-15 to anyone with TL8 skills) one should, if it is reasonably possible, avoid giving out TL10+. So Star Trek's TOS/TNG Federation ranges from TL(7+3)^ to TL(7+4)^ and Star Wars sits at TL (6+4)^ with TL (8+2)^ elements. Dune was given Classic TL9 which works to 4eTL10 and some TL9-10^ in 4e per David L. Pulver.
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09-02-2022, 12:43 AM | #37 |
Join Date: Mar 2013
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Re: Using 3e's Tech Levels, or adding more Tech Levels beyond 12.
Honestly I'd suggest adding a modifier or bonus to TL for things like that key off TL like computer capabilities and space sail size.
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09-02-2022, 01:11 AM | #38 | |||||
Join Date: Aug 2004
Location: Wellington, NZ
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Re: Using 3e's Tech Levels, or adding more Tech Levels beyond 12.
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They're actually a pretty good fit for the observed actual effects for guns in Star Wars. Quote:
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As for Vader, I don't think 'armour with cyberlimbs built in' is really any different from 'powered armour'. Quote:
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09-02-2022, 01:19 AM | #39 | |||
Join Date: Aug 2004
Location: Wellington, NZ
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Re: Using 3e's Tech Levels, or adding more Tech Levels beyond 12.
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Rupert Boleyn "A pessimist is an optimist with a sense of history." |
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09-02-2022, 01:35 AM | #40 |
Join Date: Dec 2007
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Re: Using 3e's Tech Levels, or adding more Tech Levels beyond 12.
Yes and no. Thing is, it's not that you have to stick to the default. It's that if you are sticking to the default then Star Trek is TL 11-12 while Star Wars is TL 10-11. The default values are set at those levels to represent those settings. That doesn't keep me from making my TL 0 setting with antigravity although I will note that my TL 0 setting's antigravity is extremely different from the antigravity technologies actually in Ultratech. Similarly oar propelled sky galleys at TL 2 are going to be different from TL 10-11 antigravity.
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sci-fi, ultra-tech |
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