Condottiere
Emperor Mongoose
Astrogation/zero should be a requirement for starshipmaster certification.
Large ships do require multiple engineers. But it isn't because there's one guy pushing buttons on the power plant, one guy pushing buttons on the life support, and another guy praying over the Jump drives. It is because ships have watches. You have three engineers because you have one on duty at all times. Same reason you have multiple pilots. Nobody in commercial engineering is gonna be like 'I hope that there's a power plant tech slot because I'm only trained on that'.
And it doesn't change the fact that it's bad game play even if it was the way it actually worked. The chargen does not produce characters who are able to do the "only engineer in the party" job (unless they have a massive Int or Edu) because they need to be able to make 8+or 10+ rolls on multiple specializations. "I know the life support system on Beta Canary Three is going out, but I'm just a jump drive tech. Oh, you need someone to repair your fusion reactor before it destroys the colony? Sorry, I specialized in Jump drives."
None of the other character crew roles have that problem. Pilot *might* want ship and small craft. But everyone else, one super skill covers it all (unless you are talking warships).
That's a house rule in Mongoose Traveller. It used to be that you didn't need an engineer at all unless your ship was greater than 100dtons. That was just the rule in CT. You didn't need an Astrogator unless your ship was greater than 200dtons, either. So you didn't need one on a free trader.
Yep, if you have Pilot/0, Astrogation/0, and Engineering/0, you can get by just fine. Remember, you don't actually have to make a roll to jump.Crew requirements have changed with every edition. It was MegaTraveller, not Mongoose, that introduced Engineering checks as part of Jump.
However, MGT2e specifically mentions that on a small ship the roles can be done by one or two skilled individuals.
Because there's skill checks involved, you definitely need someone with Astrogation and someone with Engineering. But that can be the Pilot.
Running, MgT2, but do you remember what it says under Skills and when you make skill rolls?Hmmm? MGT2e22 Core p157 would suggest otherwise, MG. Or are you running Classic Traveller?
Ummm... This is literally what certification does in real life...That assumes that someone can actually check who has what skill level.
It is true in real life.Which is true in a game, but not in real life.
Uh... but it does specifically call for not one, but two skill checks in a task chain; Astrogation EDU and Engineer (Jump Drive) EDU, when making a jump. p157, as I said.Running, MgT2, but do you remember what it says under Skills and when you make skill rolls?
Diff 10+?
Time Crunch?
Engineer in danger?
Especially important or interesting.
If it is not one of those things, then no roll is required.
It's 2 Difficulty 4 rolls, modified by jump distance. Astrogation doesn't need to be rolled. I agree with you that by RAW, you must roll the Engineering roll for Jump since a specific rule overrides a general rule and it does say "requires an Easy (4+) Engineer (j-drive) check. So you are right, but why make the roll for jump unless you as the Referee want them to misjump? If this rule is applied to all of Charted Space than all J-1 ships have a just over 16% of misjumping each time they jump. Difficulty 5 for a Jump/1, Engineer Rank 1 so that is a +1. Needs to roll a 4 or better. So, roughly 16% of the time ships misjump doing just Jump 1.Uh... but it does specifically call for not one, but two skill checks in a task chain; Astrogation EDU and Engineer (Jump Drive) EDU, when making a jump. p157, as I said.
That general point about not requiring skill checks for every situation is going to be overidden by any situation that specifically requires a check. And it nowhere mentions difficulty 10+ - that's you projecting onto "the task is especially difficult or hazardous". But never mind that, as the it's the last of those that applies anyway.
Success or failure of a jump is always especially important. And everyone's in danger if the roll isn't made.
Take extra time. That'll get you a DM+2.It's 2 Difficulty 4 rolls, modified by jump distance. Astrogation doesn't need to be rolled. I agree with you that by RAW, you must roll the Engineering roll for Jump since a specific rule overrides a general rule and it does say "requires an Easy (4+) Engineer (j-drive) check. So you are right, but why make the roll for jump unless you as the Referee want them to misjump? If this rule is applied to all of Charted Space than all J-1 ships have a just over 16% of misjumping each time they jump. Difficulty 5 for a Jump/1, Engineer Rank 1 so that is a +1. Needs to roll a 4 or better. So, roughly 16% of the time ships misjump doing just Jump 1.
This can be mitigated by a good Astrogation check, but you will still have a misjump roughly 7% of the time. (assuming that you roll 7+ on 2d6 about 58% of the time)
Now bump it up to J-2 or J-3 and it really becomes a problem. Let's try J-4
Diff 8 for Jump/4, average crew will need a 7+. That will be failed 42% of the time. Add in the Astrogation again? That is failed 42% of the time as well. That is a success rate of something like 34%. Also a chance of a major misjump (1Dx1D parsecs in a random direction if they have a merciful Referee) is roughly 33% as well.
Does this sound like Charted Space to you?
If you have to take extra time, that is not the way it is normally done. Otherwise not taking extra time would be a penalty.Take extra time. That'll get you a DM+2.
I disagree. The penalty comes in with taking less time. DM-2 if you rush it one time increment faster. Taking extra time is baked right into the skill rules and for lesser skilled people is perfectly acceptable.If you have to take extra time, that is not the way it is normally done. Otherwise not taking extra time would be a penalty.
It's right there in the name, "extra", meaning not the way it is normally done. If you buy a burger with extra tomatoes, do you think that is how they are normally made?I disagree. The penalty comes in with taking less time. DM-2 if you rush it one time increment faster. Taking extra time is baked right into the skill rules and for lesser skilled people is perfectly acceptable.
The base roll: Making a Jump: Easy (4+) Engineer (j-drive) check (1D x 10 minutes, EDU).
Going faster or slower: You can choose, before you roll, to move up or down one level on the Timeframes table. Moving up (reducing the time increment) inflicts DM-2 on your check; moving down and increasing the time taken gives you DM+2 on your check. You can only move a time increment one level in this way.
The time increments:
View attachment 5147
The jump going slower is 1D hours. An average of 3.5 hours. End result, DM+2 and no chance of a J1 misjump under normal circumstances.
If you can't afford to have the crackerjack engineers, you go slower. Common sense.
And no merchant will stand over their engineers bullying them to go faster when there is a chance of misjump. If the merchant wants it done in the time listed, hire a better engineer.It's right there in the name, "extra", meaning not the way it is normally done. If you buy a burger with extra tomatoes, do you think that is how they are normally made?
Edit - In most jobs, if it normally takes an hour to do the job, but it takes you 4 hours to do the same job, you are probably fired.
And this. Thanks.Well, since it's a task chain, the Astrogation check matters a great deal. For short jumps, it's mostly going to be a normal success and give a +2 to the Engineering check. So yes, most of those jumps with refined fuel outside of 100D are going to be made with enough positive modifiers as to be automatic.
But if the Astrogator only delivers a marginal success (exact roll) and there's no time to re plot, you'll only get a +1. If the engineer doesn't have at least a +1 mod of their own - let's say they have EDU 8 and they went with Engineering (Power Plant) - they might misjump on a roll of 2.
But that's not too dire, since per the following page:
"If the Engineer (j-drive) check made to initiate a jump is failed by an Effect of -1, the ship will arrive in the target system but appear 1D days later than normal. At the referee’s option, roll an additional 1D – this is the number of extra days the ship spends in jumpspace from the point of view of the crew (the relativity error generated by this misjump causes a difference in perceived time aboard the ship and the rest of the universe)."
Just a minor timewise misjump.
So... I actually agree that in many situations you don't need to roll the Engineering roll. Engineering (Jump) 2, EDU 9 is going to have at least a normal +4 to the 4+ roll and effect won't matter unless you're having it affect the accuracy of the jump.