Atmospheric Braking in "Cluster Truck"- am I misreading this?

Glenagalt

Mongoose
Having a detailed read-through of "Cluster Truck" prior to launching, as is my wont, and prepping a one-page quick-reference sheet of the extra space flight rules. I keep re-reading the section on atmobraking but can't get the numbers to add up.

We're told that "The pilot can choose the level of DM to be applied to this check, indicating a more or less radical braking manoeuvre." and "The maximum DM that can be applied is determined by the thickness of atmosphere to be entered", which is fair enough, but then in the next paragraph it states that "Success indicates the pilot can apply as much Thrust as they have points of Effect", which seems very counterintuitive, because choosing the more challenging manoeuvre increases the risk without increasing the reward. Going deeper into the atmosphere (where air resistance is stronger) and taking the higher DM reduces the effect of any given roll- and makes the manoeuvre less effective-, basically negating the choice of DM as the change to effect cancels it out completely. So why would anyone ever opt to go the more challenging route?

My gut instinct is that the reward should be more like "Thrust equal to the sum of the DM and the Effect of the role", that way risky/cautious decisions, good/bad rolls and character skill all have an effect on the outcome. Maybe that's what was meant, but it doesn't appear to be what was said.
 
Having a detailed read-through of "Cluster Truck" prior to launching, as is my wont, and prepping a one-page quick-reference sheet of the extra space flight rules. I keep re-reading the section on atmobraking but can't get the numbers to add up.

We're told that "The pilot can choose the level of DM to be applied to this check, indicating a more or less radical braking manoeuvre." and "The maximum DM that can be applied is determined by the thickness of atmosphere to be entered", which is fair enough, but then in the next paragraph it states that "Success indicates the pilot can apply as much Thrust as they have points of Effect", which seems very counterintuitive, because choosing the more challenging manoeuvre increases the risk without increasing the reward. Going deeper into the atmosphere (where air resistance is stronger) and taking the higher DM reduces the effect of any given roll- and makes the manoeuvre less effective-, basically negating the choice of DM as the change to effect cancels it out completely. So why would anyone ever opt to go the more challenging route?

My gut instinct is that the reward should be more like "Thrust equal to the sum of the DM and the Effect of the role", that way risky/cautious decisions, good/bad rolls and character skill all have an effect on the outcome. Maybe that's what was meant, but it doesn't appear to be what was said.
So for any given dice result the braking outcome is the same, whether you do it the risky way or the safe way?

MJD writes great adventures but by God his systems always need carefully playtested. File this one with the Deepnight crew management systems, the Islands in the Rift stress system, and the misdirection index from The Borderland Run.
 
Not quite sure that is correct. "Effect" is detailed on page 61 of the Core Rulebook. It essentially is Effect = Dice Score + DMs - Target Number. It is important not to confuse 'dice score' with 'effect'.
The problem here is that by using the effect to affect the thrust rating, you don't ever want to use the more difficult maneuver, since it will result in much lower effect, and therefore lower thrust value to affect your velocity. Which is the opposite of the desired outcome, you want the more difficult maneuver to provide more thrust, if it is successful.
Here's a thought, how about each jump in difficulty either gives a bonus amount of effect, or multiplies the effect by some value per level.
 
Righ
Use the negative DM for the roll to determine success, and if successful, add the absolute value of the DM back prior to determining the effect.
That will provide the danger, while still applying the logical benefit

How? The net effect of rolling a 10 with a -2 DM would be the same except there is more chance to fail. It is a neat mechanic if it is fixed.
 
Righ


How? The net effect of rolling a 10 with a -2 DM would be the same except there is more chance to fail. It is a neat mechanic if it is fixed.
You are correct. I always think of effect from an 8+, so I missed including that above.
Roll for success with the negative DM.
On success, calculate effect from 8+ and then add the absolute value of the DM as bonus effect.
That reduces your chance to succeed, while giving you a bigger success if you... live.
 
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