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#1 |
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Join Date: Dec 2006
Location: Eindhoven, the Netherlands
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I don't see why this house rule is necessary, or even particularly realistic. A guy with TL 3 Armoury is likelier to have higher levels of skill than a guy with TL 8 Armoury, because you need more skill to compensate for the lack of excellent tools and top conditions.
Let's use your example of medicine. A TL 1 surgeon has -6 to his skill due to the quality of tools. If he knows nothing about proper cleaning and sterilization or cannot perform these, he suffers an additional -3. Furthermore, if he lacks proper anesthesia (highly likely) he suffers an additional -2. Finally, as a TL 1 character, according to Low Tech, he's not allowed to have the Physician Skill, and thus if he's doing anything other than trauma medicine, he suffers an additional -5. If he can't diagnose the problem (it IS possible to have Diagnosis at TL1, but it's possible that you won't know what the issue is) So, this guy is at -11 to extract an arrowhead, -16* to do heart surgery, and -21 if he needs to do something he doesn't understand. By contrast, a TL 8 doctor has tools that provide +2 to his skill, he knows and is able to properly clean his instruments, and he has anesthesia. It's highly likely that his superior TL8 Diagnosis skill can understand the issue at hand, and he's allowed to take the Physician skill. That means he's at +2 to do any normal surgery (whether taking out a bullet or performing heart surgery*) and -3 to perform surgery on something he doesn't understand. Thus, a character with Surgery/TL8-14 has no problem performing most surgeries (Effective skill 16), provided he can diagnose the problem at hand, and he has sufficient effective skill to deal with a few minor penalties. Thus, you can easily afford to have multiple surgeons, and even difficult surgeries become relatively routine. A skilled TL8 Surgeon, someone with skill 20 for example, could probably get away with foregoing proper sterilization and anesthesia, even while performing a complex surgery, provided he had access to his tools. In short, he can do amazing things even out in the bush on a guy who's just biting down on a strap of leather. A character with Surgery/TL1-14 has some serious issues. He clearly doesn't understand the human body, has terrible tools, and probably lacks the methods and infrastructure necessary to sterilize his tools or anesthetize his patients. Chances are, he'll do more harm than good (When removing an arrow, he'll only succeed on a 9 or less, and when performing something more complex, he'll only succeed on a critical success, ie "by accident"). A master of the craft (skill 20) who has picked up some top of the line surgical tools and paid top dollar (gold?) for it, found some herbal concoctions to knock out his patients and has a ritualistic fetish for purifying his working space and cleansing those sacred tools WITH FIRE might get change his -6 from tools to -4 and remove the anesthesia and sterilization problem, but he's still at -5 from the lack of physician. To pull out an arrowhead, he has skill 16 (more than enough to succeed routinely). To perform anything more complex, he's looking at skill 11, and he's the best in his field. Heart surgery is just out of the question! So the TL 8 doctor is already capable of doing things that a TL 1 doctor can only dream of, but that's because he has knowledge (Physician) and tools that the TL 1 doctor does not. Remove those advantages, and the difference disappears. But more to the point, a skill cap would remove the possibility of the master surgeon at TL 1. You can't have an Imhotep, and given the other penalties they suffer, that doesn't really make sense. The only surgeons worth anything in the ancient worlds must have been so skilled that they seemed to border on the magical. By contrast, we can churn out an entire class of competent surgeons. The difference isn't the skill level (a TL1-14 character is as masterful and nuanced in his skill as a TL8-14 character), but in the tools and knowledge available. To achieve the same results, you have to have sufficient skill to compensate for the lack of proper tools and knowledge ("I don't know the human body, but in my many, many years of cutting on people, I've noticed a few things that you really shouldn't do...") Historically, less developed people weren't stupid, they just had access to less knowledge and tools than more developed people. They often compensated for this with high skill level, and you often hear people who study ancient skills talk about "how much knowledge has been lost." When you don't have industrial-grade steel, you have to come up with clever tricks to make a top-notch sword, and that requires more skill. When you don't have TL 8 surgical tools, you need more skill to compensate. With your system, such masters simply couldn't exist. After my IQ 14 genius TL 1 guy spends a single point in Surgery, he's done and cannot improve. That's, IMO, very unrealistic and counter to what it is you're trying to create. Your intent is to show that low TL skills are inferior to high TL skills, but that already exists in the rules, and it effectively makes it more expensive to pull off the same tricks as a higher TL character, which is appropriate. A grandmaster of TL 1 surgery should certainly approach the skill and capabilities of the more modest of the TL 8 surgeons. TL; DR: GURPS already accommodates the differences between TLs quite nicely, if you hunt around and look at the modifiers. Your system would simply cap people at low point values, thus removing the possibilities of certain character concepts that certainly, historically existed. Rather, I think applying modifiers, which is what GURPS already does, is a more elegant solution. *I know, I know, chest and head surgery are -3, but that applies equally to both TL 8 and TL 1, so it's easier to ignore it for the purposes of this discussion, and I can't think of non-"field trauma" surgeries that don't involve the chest or the head, alas.
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My Blog: Mailanka's Musing. Currently Playing: Psi-Wars, a step-by-step exploration of building your own Space Opera setting, inspired by Star Wars. Last edited by Mailanka; 02-02-2011 at 02:35 PM. |
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Join Date: Mar 2010
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#3 | ||||||
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Join Date: Dec 2006
Location: Eindhoven, the Netherlands
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Yeah, it's a tad abstract, but it's still better than your system, which doesn't allow me to play a virtuoso TL 1 surgeon, like Imhotep, and suggests that the reasons TL 8 surgeons are better than TL 1 surgeons is because they're allowed to put more points into their skills. It's really the other way around: the TL 1 surgeon has to work many times harder to even approach what the least competent TL 8 surgeons can accomplish. Quote:
So no, the logic doesn't disappear. And you also seem to be conflating advances in skills like Physician with advances in Surgery. Physician skill is also a TL skill, and improves with time too, so a competent TL 8 Physician has access to even more assets and bonuses than a TL 5 Physician. Quote:
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My Blog: Mailanka's Musing. Currently Playing: Psi-Wars, a step-by-step exploration of building your own Space Opera setting, inspired by Star Wars. |
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#4 | |||||
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Join Date: Mar 2010
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Let's look at the case of the guy with Surgery/TL1 25. He has no anaesthesia (-2) and poor tools (-6), but he still has an effective skill of 17, despite not knowing what most of those things in there do? I am supposed to believe that he is just as competent as a similarly skilled but impaired TL8 surgeon who lacks the tools but knows where everything is supposed to be and where it is and is not safe to cut and how to take care of someone afterwards? This is all knowledge. Quote:
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Imhotep was a politician, a priest, an architect, a physician, and an engineer - we're not talking about a guy who dumped a ton of time into medical skills. For that matter, if you wanted to play some mythic supersurgeon, give him a culture with a medical TL a few levels above the norm and have him be (or study under) the rare innovator who has gone a level or two beyond the current TL max. It would not be skill 25, but like I said I just don't think that is reasonable. Quote:
And I am okay with that skill 14 Physician. I am NOT okay with a TL5 skill 25 Physician. How do you accurately determine his chance of success? He can ALSO forgo anaesthesia and sterilization without endangering the patient? Because that seems to be the result. No, I did not, but if I allow that physician to have skills in the 20+ range then they are still going to get frequent successes, especially in those areas where they are allowed multiple attempts. This is just not realistic. |
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#5 | |
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Join Date: Oct 2004
Location: The former Chochenyo territory
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If a TL0 shaman uses Diagnosis correctly on a case of lockjaw, what he's getting is information on how to approach the problem from within the TL0 body of knowledge. Assuming that demons are not real, while he may believe that demons are the ultimate cause of the disease, that doesn't have to be what he gets out of the Diagnosis roll. At TL0, a successful roll should give him information that helps the patient, end of story. Perhaps the "demons" dislike a tea made from mildly antibiotic roots, and his Diagnosis roll pins down the type of tea to use when presented with this set of symptoms. He's already limited to TL0 solutions, I don't see what's really gained by capping his skill level as well.
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My gaming blog: Thor's Grumblings Keep your friends close, and your enemies in Close Combat. |
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#6 |
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Join Date: Nov 2010
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I think that capping the skill level is perhaps an inappropriate approach for one reason: it makes it excessively easy to attain the maximum knowledge of primitive societies. Based on your numbers, a high-IQ character could know everything about medicine at TL0 with just one or two points. Historical specialists still spent a comparable amount of time training in these fields as a modern person--the time was less effectively spent, perhaps, but they still spent years perfecting their knowledge.
If you want to have this distinction between the absolute effectiveness of different eras, I'd suggest an increase in inherent penalties to the skill rolls. A TL0 healer/shaman might be able to improve greatly over the years, but he might be at a flat penalty to diagnose problems that would require modern radiology imaging. I'd also tend to make such tasks split between several different skills. A low TL doctor might focus entirely on his own field, but nobody in modern medicine works alone--nurses, specialists, equipment technicians, and doctors all contribute to the success of modern medical techniques. I think modern efficiency in most TL-related skills is more about logistical success in methodology than it is about excellence in empirical knowledge.
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Finds party's farmboy-helper about to skewer the captive brigand who attacked his sister. "I don't think I'm morally obligated to stop this..." Ten Green Gem Vine--Warrior-poet, bane of highwaymen
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| skill levels, skill maximums, skills |
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