07-12-2021, 01:53 AM | #11 | |
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Join Date: Aug 2020
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Re: Engineer (Vehicle, broad class)
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07-12-2021, 08:44 AM | #12 |
Join Date: Jun 2005
Location: Lawrence, KS
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Re: Engineer (Vehicle, broad class)
I haven't looked at 3/e in more than a decade, so no.
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Bill Stoddard I don't think we're in Oz any more. |
07-12-2021, 11:26 AM | #13 | |
Join Date: Feb 2005
Location: Panama
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Re: Engineer (Vehicle, broad class)
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I can see in some campaigns that some GMs have Engineering skill for things like that and even other "crazier" cases (Engineering (fast food)) but as far as I think it is needed, there is no need for engineering skills for weapons, simple equipment or very simple vehicles like canoes, wood wagons and barges. In the real world there may be some very abstract or particular engineering professions that have nothing to do with the GURPS Engineering skill. |
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07-12-2021, 12:21 PM | #14 |
Join Date: Aug 2004
Location: Wellington, NZ
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Re: Engineer (Vehicle, broad class)
Armoury explicitly does not include design, which is says comes under Engineer. Presumably this would be Engineer (Body Armour).
Also, I'm rethinking my claim that Engineering for ships should be split into sailing and motorised, as the vehicle types given as examples are rather broad, and include 'Spaceships' and 'Ships'. This makes it a broader skill than Mechanic (and thus Pilot, etc.).
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Rupert Boleyn "A pessimist is an optimist with a sense of history." |
07-12-2021, 12:28 PM | #15 | |
Join Date: Jul 2008
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Re: Engineer (Vehicle, broad class)
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Engineer (Artillery) and Engineer (Small Arms) are right in Characters. And they're obviously necessary - Maxim, Browning, and Gatling are all noted for achievements in those areas. Engineer (Melee Weapons) makes sense to me though I think such engineering would be quite rare - in the modern era melee weapon designs aren't useful, and in historical periods few people would specifically learn how to design new ones. Engineer (Body Armor) on the other hand definitely seems necessary, though it's not attested in Characters. Engineer (Vehicle Armor) seems like an unlikely specialization - Engineer (Materials) covers inventing new kinds of armor substances and Engineer (Vehicle Type) covers all the design of a new vehicle including its armor layout. I suppose if you had a specialist who works on the armor for tanks, warships, and aircraft alike but nothing else in those vehicles they could have Engineer (Vehicle Armor) but that seems weird - both as a career and because normally in GURPS Engineer specialties want to cover designing a full product, not one detail of a product. Remember that Engineer has defaults. They're not good defaults, but they're good enough that someone could design 'simple' products, especially if they're simple variations on already known products, without having training in Engineer. Food product Engineer specialties definitely should exist though - both fast food and packaged foods are very much designed.
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I don't know any 3e, so there is no chance that I am talking about 3e rules by accident. |
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07-12-2021, 12:42 PM | #16 | |
Join Date: Aug 2004
Location: Wellington, NZ
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Re: Engineer (Vehicle, broad class)
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Rupert Boleyn "A pessimist is an optimist with a sense of history." |
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07-12-2021, 01:30 PM | #17 |
Join Date: Jul 2008
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Re: Engineer (Vehicle, broad class)
...Why? Engineer (Materials) is right there. And it's not like all armor materials are metal.
Using Metallurgy anywhere you would Engineer (Materials) so long as the material in question is metal would probably be reasonable though. I wouldn't think that it's coverage of the "use" of metals extends to covering the design of either personal or vehicular armor.
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I don't know any 3e, so there is no chance that I am talking about 3e rules by accident. |
07-13-2021, 05:24 AM | #18 |
Join Date: Apr 2005
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Re: Engineer (Vehicle, broad class)
It's not RAW, but a decent way to divide out engineering specialties is to look at a college course catalog and treat each major as a specialty.
For example, if the local community college offers "HVAC Technician" as a training program, then Mechanic (HVAC) or Engineering (HVAC) should be reasonable GURPS specializations. Tweak as necessary for non-realistic campaigns. E.g., for a space campaign "HVAC" turns into "Life Support" while for a steampunk campaign it turns into campaign-appropriate technobabble like "Phlogiston Restorers." |
07-13-2021, 05:51 AM | #19 |
Join Date: Jun 2005
Location: Lawrence, KS
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Re: Engineer (Vehicle, broad class)
Historically the concept of phlogiston became obsolete at the end of the 18th century, well before the classic steampunk years. The age of steam led to the discovery of the Carnot cycle and then to thermodynamics, which really put paid to the elements of fire and heat.
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Bill Stoddard I don't think we're in Oz any more. |
07-14-2021, 12:08 AM | #20 | |
Join Date: Apr 2005
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Re: Engineer (Vehicle, broad class)
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