I'm spinning this out of the Jump thread. It seems to me that Astrogation is a skill that needs some serious work. It is simultaneously essential in the current rules for any group with a ship, but it basically doesn't do anything. As far as I am aware, the only example of using it is as the helping skill in the Engineer's task chain to jump. And that's trivially easy unless you are trying to really rush things.
So it is pretty much the worst of all possible skill designs: A limited use skill that has almost no exciting applications and when it is used, it is basically just to open the door for someone else to do something.
In previous editions, it was optional until you got to ships over 200 tons, but that is no longer the case.
Does anyone have good advice on making Astrogation an interesting skill? It is easy enough to adopt the CT rule and not make it mandatory to have. It is not like many players have a space opera fantasy of being a ship's navigator (unlike pilot or engineer). But if there is a way to make it fun and interesting, that would be better, imho.
So it is pretty much the worst of all possible skill designs: A limited use skill that has almost no exciting applications and when it is used, it is basically just to open the door for someone else to do something.
In previous editions, it was optional until you got to ships over 200 tons, but that is no longer the case.
Does anyone have good advice on making Astrogation an interesting skill? It is easy enough to adopt the CT rule and not make it mandatory to have. It is not like many players have a space opera fantasy of being a ship's navigator (unlike pilot or engineer). But if there is a way to make it fun and interesting, that would be better, imho.