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The astrogation roll in the game??
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garhkal
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PostPosted: Mon Oct 24, 2005 6:53 am    Post subject: Reply with quote

That sounds like a good compromise...
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KageRyu
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PostPosted: Thu Oct 27, 2005 5:03 pm    Post subject: Reply with quote

Yes, I felt it was nescessary as the games were degenerating to Roll playing games instead of Role playing games.
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Robert
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Joined: 31 Oct 2005
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PostPosted: Mon Oct 31, 2005 4:12 pm    Post subject: Reply with quote

I also do not allow rerolls of astrogation checks. But I use a different method to get the actual DC for the Hyperspace Jump.

My players first have to plot a route. To do so, the astrogation roll is deducted from the difficulty class of the jump. (e.g. Secondary Route 9D6) Count in as normal the modifiers for no navcomp or longer/shorter route plotting. The resulting number is the Jump Entry DC. This jumproutes may be stored in the navcomp or an astromech droid. They even may be bought from starports or selled to other ships. The Jump Entry DC is raised by 1 for every week passed since plotting because of the random nature of the cosmos.

Whenever my players try to enter Hyperspace via a plotted route their ship is unable to do any action for one round per hyperdrive multiplier unless it is at the plotted entry spot of the route. During this rounds an Astrogation Check is necessary, the DC being the Jump Entry DC of the plotted route. If they get to the plotted Entry the DC is lowered by 1.
The consumed time of plotting a route depends on the length of the intended travel, but it is usually between 5 seconds to 2 minutes for innersystem, 1 to 10 hours for transsystem and 10 to 24 hours for transsector routes.
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Volar the Healer
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Joined: 04 Aug 2003
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PostPosted: Mon Oct 31, 2005 5:43 pm    Post subject: Reply with quote

An idea: The characters decide who is calculating astrogation, then input it into the competer. The player rolls AFTER they leap into hyperspace to determine how good a plot it really was.
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garhkal
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Location: Reynoldsburg, Columbus, Ohio.

PostPosted: Tue Nov 08, 2005 3:17 am    Post subject: Reply with quote

Volar the Healer wrote:
An idea: The characters decide who is calculating astrogation, then input it into the competer. The player rolls AFTER they leap into hyperspace to determine how good a plot it really was.


I like that idea.... might have to implement it.
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KageRyu
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PostPosted: Tue Nov 15, 2005 7:39 am    Post subject: Reply with quote

Volar the Healer wrote:
An idea: The characters decide who is calculating astrogation, then input it into the competer. The player rolls AFTER they leap into hyperspace to determine how good a plot it really was.

Not a bad idea, but renders many of the complications that involve the ship not jumping to hyperspace pointless. Unless you say they inadvertently plotted a circle...
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Argamoth
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PostPosted: Tue Nov 15, 2005 10:56 am    Post subject: Reply with quote

Actualy, that could be kinda funny.
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TarlSS
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Joined: 19 Aug 2005
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PostPosted: Sun Nov 20, 2005 11:41 pm    Post subject: Reply with quote

I allow the characters to use astrogation in order to accelerate the time in which the ship exits a mass gravity well. The logic being, with a good enough astrogation roll, you can find a route that's closer to the gravity shadow of said planet.

It goes totally against the whole 5 minute thing, but it does make astrogation more useful, and allows the characters that aren't hotshot pilots to do something.
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