04-15-2017, 09:53 AM | #1 |
Join Date: Dec 2012
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Inventing rules in [After the End 2] versus [Basic Set]
Guys,
Just wondering, are the inventing rules in After the End 2 different than the rules in Campaigns? I have never played a Gadgeteer so I don't really have a great handle on the rules, but I am GMing a game with a Gadgeteer now and we are finding the inventing rules in Campaigns require too much money for our campaign. Basically, we are running a TL2 Monster Hunters game, so the amount of wealth required for inventions is prohibitively high (and he did not want to play a Quick Gadgeteer). After the End does not seem to have the these facilities costs, so I was wondering if sub-standard facilities are rolled into the skill modifiers listed in After the End's invention tables? Or is AtE just a modified system? Thanks. |
04-15-2017, 10:56 AM | #2 |
Join Date: Mar 2017
Location: Brazil
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Re: Inventing rules in [After the End 2] versus [Basic Set]
Well, If he didnt wanted the Quick Gadgeteer version, than he gets what he paid for...
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04-15-2017, 10:57 AM | #3 |
Join Date: Nov 2008
Location: Yukon, OK
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Re: Inventing rules in [After the End 2] versus [Basic Set]
See After the End Wastelanders Inventing and modification rules start on page 39.
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04-15-2017, 12:36 PM | #4 | |
Join Date: Jun 2013
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Re: Inventing rules in [After the End 2] versus [Basic Set]
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For example, if the character in question has Gadgeteer but not Quick Gadgeteer, and is trying to make a TL 4 pocket watch (LT44), the item's base cost is $400 ($100, doubled twice for 2 TL difference). $400 means a -5 to invent (it would be -11 for a mundane inventor). TL 4 is good for a +4 to the roll, but the fact such has never been made before is a -2. The character probably doesn't have access to a dedicated clock workshop, so he's either using an improvised workshop or a professional-but-wrong one, for +0 either way. He needs $400 of raw materials and 2d hours, and is at a net -3 to his invention roll, assuming he has Engineer (Clockwork) - he's likely working off of a different specialty, however, for another -4 (total -7). Note this ignores the effect of TL on skill - he's probably at another -4* (total -11) for using a TL 2 skill for a TL 4 invention. *EDIT: I had thought that /TL skills were at -1 per TL lower than your own, or -2 per TL higher than your own. Turns out the latter is actually -5 per TL higher than your own, for -10 (total -17) here. Ouch.
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GURPS Overhaul Last edited by Varyon; 04-15-2017 at 12:49 PM. |
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04-15-2017, 07:23 PM | #5 |
Join Date: Dec 2006
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Re: Inventing rules in [After the End 2] versus [Basic Set]
Yea, doing any type of inventing outside of your own TL without gadgeteer 2 is punishingly hard, but not insurmountable (though I agree with the statement: If your player wanted to create things without it costing a fortune and taking forever, they should have taken Gadgeteer 2, that's what its for!):
Scrounging still helps. Takes extra time still exists visualization still helps versatile still helps artificer talent still helps having a book still helps Having a working version to copy still helps. Last edited by starslayer; 04-15-2017 at 07:43 PM. |
04-17-2017, 09:34 AM | #6 |
Join Date: Dec 2012
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Re: Inventing rules in [After the End 2] versus [Basic Set]
Thanks for the replies. I guess the thing that gets me most about the inventing rules in Campaigns is that there are no listed modifiers (that I know of) for skill penalties resulting from inadequate facilities. The facilities fees are astronomical, which is probably realistic (at higher tech levels), but it seems like inventing should still be possible (at least for a gadgeteer) with inadequate facilities. That is why I was drawn to the rules in AtE2, but I was not sure if those rules are completely different or just a clarification/expansion of the Campaigns rules.
Also, as I hinted at above, it seems to me that the facilities fees for inventing are a bit high for low tech levels. A lot of LT inventions could be invented in a forge or other relatively standard workshop, the idea is the problem, not the facilities. |
04-17-2017, 11:06 AM | #7 | |
Join Date: Nov 2008
Location: Yukon, OK
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Re: Inventing rules in [After the End 2] versus [Basic Set]
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But the real secret to saving money is having Gadgeteer.
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My GURPS publications GURPS Powers: Totem and Nature Spirits; GURPS Template Toolkit 4: Spirits; Pyramid articles. Buying them lets us know you want more! My GURPS fan contribution and blog: 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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04-17-2017, 02:44 PM | #8 |
Join Date: Dec 2006
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Re: Inventing rules in [After the End 2] versus [Basic Set]
The rules for using a skill with inadequate equipment are the same for gadgeteering as for anything else to my knowledge.
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04-17-2017, 03:16 PM | #9 | |||
Join Date: Aug 2004
Location: Dobbstown Sane Asylum
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Re: Inventing rules in [After the End 2] versus [Basic Set]
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I think what you might want are actually the rules and guidelines from GURPS Mars Attacks (pp. 53-54), which supports normal folks inventing stuff (using the core invention rules) out of their homes. The most relevant bit is that using the right type of facility, but one that doesn't cost enough, imposes -2; working out of a well-stocked garage lab or similar personal setup is -5; and working in a tool shed, etc., is -10.
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04-18-2017, 08:45 PM | #10 | |||
Join Date: Dec 2012
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Re: Inventing rules in [After the End 2] versus [Basic Set]
One of the things I love about GURPS other than the system itself: game developers/authors actually answer rules questions! Thanks PK for your response.
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