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Old 04-26-2016, 09:01 PM   #11
GodBeastX
 
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Default Re: Multiple Tech Levels in a Campaign

You should apply penalty if unfamiliar with it. If you are familiar with it there is no penalty.
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Old 04-26-2016, 09:08 PM   #12
cdru
 
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Default Re: Multiple Tech Levels in a Campaign

Using DX-based skills with equipment of "Wrong" TL is better handled by familiarity penalty
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Old 04-26-2016, 10:23 PM   #13
Darkness
 
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Default Re: Multiple Tech Levels in a Campaign

GURPS High-Tech, page 11, has an optional rule for treating TL penalties for DX-based skills as if they were unfamiliarity penalties. It's in the Tech-Level Specialization box.
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Old 04-27-2016, 01:39 AM   #14
johndallman
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Default Re: Multiple Tech Levels in a Campaign

Quote:
Originally Posted by Darkness View Post
GURPS High-Tech, page 11, has an optional rule for treating TL penalties for DX-based skills as if they were unfamiliarity penalties. It's in the Tech-Level Specialization box.
How did I miss that all this time!
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Old 04-27-2016, 03:05 AM   #15
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Default Re: Multiple Tech Levels in a Campaign

In the OP, the first thing to ask is whether this distinguishes any player character from another. If not, you can probably ignore it: just remember to enforce the familiarity penalties if someone outside their unit ever tries to use one of their firearms. Spending a lot of energy finding the canonical way to write something up which never has an impact in game is not wise (because "you take a special penalty to use this weapon because you have never seen anything like it" is an exception in GURPS).

Generally, High TL in one specific area is a perk; books like HT and Tactical Shooting have rules.

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Originally Posted by Eukie View Post
This is more of a houserule/acquired wisdom of the GURPS community, I believe. By the rules you absolutely should apply a -2 penalty when a Guns/TL8 (Pistols) character tries to fire a TL6 pistol, and I believe that specific example is even used in the books.
I remember the reverse: the 4e rules explicitly state that TL 6 includes kit from earlier TLs which is still in common use. A blanket is TL 1 but common ever after!
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Old 04-27-2016, 06:51 AM   #16
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Originally Posted by Polydamas View Post
I remember the reverse: the 4e rules explicitly state that TL 6 includes kit from earlier TLs which is still in common use. A blanket is TL 1 but common ever after!
I checked the rules right now; regular TL penalties don't apply to non-IQ rolls. However, a -1 penalty applies per difference in TL even on such rolls, and the example notes that a TL5 gunman would be at -2 to fire a TL7 revolver, and a TL7 gunman would be at -2 to fire a TL5 revolver. (p. B168)
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Old 05-01-2016, 12:06 AM   #17
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Default Re: Multiple Tech Levels in a Campaign

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Originally Posted by Eukie View Post
I checked the rules right now; regular TL penalties don't apply to non-IQ rolls. However, a -1 penalty applies per difference in TL even on such rolls, and the example notes that a TL5 gunman would be at -2 to fire a TL7 revolver, and a TL7 gunman would be at -2 to fire a TL5 revolver. (p. B168)
Like they said up thread, that's a bad rule in this case. Someone used to the Walther P38 (TL7 pistol) would not find the SIG-Sauer P226 (TL8 pistol) any more unfamiliar than the Beretta 92 (TL7 pistol). Easiest to just call "automatic pistol" a TL6-(9?) technology. "High capacity double action automatic" as TL7 to whatever if you're feeling hair-splittish.
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Old 05-07-2016, 08:37 PM   #18
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Default Re: Multiple Tech Levels in a Campaign

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Originally Posted by MIB2983 View Post
Hey all, been a while since I ran a campaign and I'm not sure about the 4th Edition way to handle multiple TL within the Campaign. Like the Characters are Special Forces with access to Higher TL weapons, but how would you use Guns/TL9 with TL8 guns? Or is it assumed that if you can use TL9 you know how to use some lower TL items.
You can add points for training.

I used to know a Hmong who during Vietnam was pulled out of the line and sent to America for special training in gadgetry(Tactics Guerilla he got from his mother's milk) before being sent back. That is an example of how to deal with multiple TLs.
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Old 05-08-2016, 09:11 AM   #19
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Default Re: Multiple Tech Levels in a Campaign

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Originally Posted by evileeyore View Post
If every character will have the exact same training then I'd just make it a 'setting switch' and ignore the advanced TL penalties for the characters.

Otherwise if you're really concerned "they pay for the privilege" wrap the Perk into the Patron (and any disads) and make it Campaign Package that all characters get.

I think this is how, for example, Infinite Worlds handles it - Homeline Earth in the default IW setting is on the border of TLs8&9, so PCs with that background (and the accompanying Rank, Duty, etc.) use Infinity-standard TL9 skills & gear at no penalty... but would still take a TL penalty for unfamiliar TL9 equipment from other worlds, which hasn't been introduced in their world or included in their training. (eg, they're trained in Guns/TL9 and First Aid/TL9, but wouldn't generally know Driving/TL9 or Computer Programming/TL9 because their world mostly hasn't developed fully TL9 vehicles and computers yet. So the characters are effectively TL8, except in certain specific areas.)
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