hm. looks like a logical flaw again. shame on me
while a tech player suffers a malus on using magickal equipment (the bonuses of the items go negative (there was a thread here stating this, can't remember where)
, making them inferior to regular equipment of equal value), and tech items carry hefty maluses for mages (the gun from the Vendigroth schematic had a 85% chance of crit fail on a 100 MA character
), a magick-tech neutral (or low-tech) player will be able to use a high-tech item without any disadvantages of lacking tech aptitude (TA).
(I'm actually not too sure here. IMHO having low TA will cause high-tech stuff to crit-fail too. does anybody have low-tech high-level chars and spare time to test the crit-fail chances on that Vendigroth gun?)
while this is absolutely real - you don't have to know chemistry or physix to pull the pin and throw a grenade
- it makes my plans unbalanced.
but maybe this can be solved with the introduction of use+maintenance expertise, as The_Bob suggested.
I'm sorry to deviate into hardcore theoretical modding again, but that could look somehow like this:
a character has crafting expertise, derived from the college in question and IN + manuals, as it works right now. thus being smart allows you to craft stuff by following a manual, while u lack the knowledge and experience on using the crafted item under combat conditions.
the character then has use+maintenance expertise, derived from the colleges and skills to which the item belongs (i.e. firearms, gunsmithy and chemistry for flamethrower; melee, smithy and electrix for charged axe) and from the character's TA and IN. this expertise should influence the high-tech items in a similar way as MA influences spells - a master swordsmith will more or less fail with a flamethrower. a master chemist / demolitioner will do better due to experience with ranged combat and fire. but the full power of the said flamethrower is reserved for a master gunner-gunsmith-chemist-demolitioner who has understood and mastered all
the principles of the weapon's operations. (assuming A:WIP or Carcanum in play and levelcap of 100)
as a slightly more realistic approach - is it possible to expand the mage-tech aptitude from 100-0-100 to 300-0-300? or maybe make individual spells / skills / tech colleges contribute less to the scale?