04-26-2016, 09:01 PM | #11 |
Join Date: Dec 2008
Location: Behind You
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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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04-26-2016, 09:08 PM | #12 |
Join Date: Nov 2015
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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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04-26-2016, 10:23 PM | #13 |
Join Date: Aug 2004
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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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04-27-2016, 01:39 AM | #14 |
Night Watchman
Join Date: Oct 2010
Location: Cambridge, UK
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Re: Multiple Tech Levels in a Campaign
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04-27-2016, 03:05 AM | #15 |
Join Date: Jan 2006
Location: Central Europe
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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. 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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04-27-2016, 06:51 AM | #16 |
Join Date: Dec 2013
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Re: Multiple Tech Levels in a Campaign
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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05-01-2016, 12:06 AM | #17 | |
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Join Date: Sep 2004
Location: Southeast NC
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Re: Multiple Tech Levels in a Campaign
Quote:
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05-07-2016, 08:37 PM | #18 | |
Join Date: Aug 2005
Location: Portland, Oregon
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Re: Multiple Tech Levels in a Campaign
Quote:
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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05-08-2016, 09:11 AM | #19 | |
Join Date: Jan 2009
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Re: Multiple Tech Levels in a Campaign
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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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