01-29-2011, 10:49 AM | #1 |
Join Date: Jan 2011
|
Technological Skills in a Multi-TL setting
Hello folks.
I'm new to this forum (and to GURPS 4e), and I couldn't really find any answers to my question using the search engine. If there were any, I apologize, please point them out. So, here goes: A group pf people from 21st century earth (TL 8) travel to an alien planet (TL 11). The group's scientist has studied alien tech before, so has upped her personal TL to 11 to signify that she knows and gets that stuff. First question: I had the player buy all technological skills that apply (like Physics, Engineering, Computer Operation etc.) twice, at TL 8 for what she learned during her training and at TL 11 for what she learned researching alien tech. Is that alright? Or do the TL 11 skills somehow supersede the TL8 ones? The rules seem to say no, but I'd like to be sure. The groups two tough guys, a pilot and a commando, have had no previous exposure to TL 11, so they have a personal TL of 8. All their skills are TL 8. Second question: The pilot tries to operate an alien shuttlecraft. He has Piloting (high-performance airplane)/TL8 at DX+2/14. Now the alien craft is handled with Piloting (Aerospace) which gives him a default of 12. TL gives a -3 penalty, for a skill of 9, with another -2 for familiarity making the end result 7. Is that right so far? Third question: the pilot's player indicated that she would like to buy skill for the alien craft, i.e. Piloting (aerospace)/TL 11. Can she use the Default she gets, or is that a default to Piloting (aerospace)/TL8 only? How do skills default across tech levels? Do they at all? This is the one that really has me confused, since the rules on pp. 168-173 say nothing whatsoever about this point. |
01-29-2011, 11:25 AM | #2 | |||
Join Date: Jun 2010
|
Re: Technological Skills in a Multi-TL setting
Quote:
Quote:
Quote:
|
|||
01-29-2011, 11:58 AM | #3 | ||||
Join Date: Jun 2006
|
Re: Technological Skills in a Multi-TL setting
Quote:
Quote:
Quote:
Quote:
I've personally taken to thinking of non-intellectual skill technology differences as Skill Adaptation perks. Buy your skills at whatever TL you like, spend 200 hours familiarizing yourself with the differences and drop a point into Skill Adaptation (Skill/Your TL to Skill/Target TL) and use your full skill. This is simple and makes being competent across TLs cheaper, usually a good thing in the sort of campaign that has a lot of TLs.
__________________
-- MA Lloyd |
||||
01-29-2011, 12:10 PM | #4 |
Join Date: Dec 2009
Location: Rostov-on-Don, Russia
|
Re: Technological Skills in a Multi-TL setting
In such campaign it's a good houserule to allow different IQ/TL skills as techniques of each other.
|
01-29-2011, 02:29 PM | #5 | |
Join Date: Jan 2011
|
Re: Technological Skills in a Multi-TL setting
Thanks for the input, everyone. Working your way through the basic set can be challenging at times and it's good to hear I have something right...
Quote:
|
|
01-29-2011, 02:32 PM | #6 |
Join Date: Sep 2004
|
Re: Technological Skills in a Multi-TL setting
I believe there was an old v2 Pyramid Magazine article that discussed the subject. I think it suggested using Techniques to represent TL adaptations; so having the Pilot/TL8 skill and learning how to pilot a TL11 ship meant you just needed to buy the Technique for it.
|
01-29-2011, 02:42 PM | #7 | |
Join Date: Aug 2007
|
Re: Technological Skills in a Multi-TL setting
Quote:
|
|
|
|