alex_greene said:
Your examples come from around TL 4 -5 and on upwards. ...
Your blacksmith could be TL-1/2 and my medicine man/witch doctor could be as well. The Red Baron would be TL-3/4.
...However Newton would have struggled around the time of Pythagoras.
My point about TL mods applying both ways...
AND PLEASE NOTE. This is only Science and Medicine I considered capping for unaided medics with only the local TL's resources to hand.
Nothing inhibits or caps the other skills ...
Indeed, please note - I enjoyed your article! It is well written, useful and I applaud you for sharing it!
In truth, the only thing I really didn't care for was the lumping together of sciences and medicine and the use of the cap on skills based on TL. (I do realize you made it just 'advised' in the original paragraph, but the phrasing in the TL sections implied otherwise - and, I felt it didn't take into account the points I'm trying to make here...)
The TL could have little to do with say the level of Social Sciences. Many ancient civilizations and not so ancient ones appeared to have highly developed societies (which were wiped out by nature or by less civilized, but more technologically 'advanced' cultures).
I could list plenty of specific examples in the physical and even space sciences - excepting the TL0 levels (and even then - our historical records preclude being specific).
When it comes to the Medic skill one runs up against the problem of specialties, such as pharmacy versus surgery and the tech levels required. The local TL2 medical practitioner may be highly advanced and know how to use scientific methods, metal surgical tools and local fauna - no reason a 40 year veteran of this era couldn't be a Medic-4 for these issues. Till treating higher TL problems - such as Low Berth trauma, radiation sickness, exposure to manmade toxins and bio agents, etc. Even in these areas his experience should count for something (positive and negative DMs). Again, these would need to be treated as special cases by the referee, or possibly TL mods, but limiting skill level is equivalent to my Red Baron example above.
As for the original post - I believe the 'Augments can interfere with medical treatment...' paragraph at the top of
Core pg 89 may be what is being sought... (it provides for a negative DM to skill check based on TL differences of facilities). Note that this is not a cap or limit on skill level - only on the specific application of the skill (and in reference to available tech - not knowledge or experience).
I'd love to make a TL mod for skill checks - but considering myself not yet at GameDesign-0 :wink: - I'm hoping my posts will stimulate other input to allow for a well deliberated game mechanic on a par with most of the others in Traveller. And something which is not only imminently playable, but believable in the generic application.