In most jobs involving catastrophic consequences on failure, you get praised for being careful.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.
In most jobs involving catastrophic consequences on failure, you get praised for being careful.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.
That frozen O-ring won't matter. Press the damned button.In most jobs involving catastrophic consequences on failure, you get praised for being careful.
There will usually be plenty of time to take extra time on the astrogation check since it can be done on the way to the jump point and does not decay for hours. The result of failure (or getting a less than excellent result) is you can just re-try, the rules as written do not seem to prevent you from knowing that you failed (referees might impose that for a catastrophic failure, but it is hard to envisage circumstances that might arise). Due to the way skills are acquired in careers it is entirely possible you might have more than one crew member with some level of Astrogation and they could cross check each others work even in this extreme case. Its not like they are doing anything else during transit.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.
The problem is that the universe does not support this assumption.Yeah, in my examples I basically assumed skill 2 and an edu bonus of +1 is usual. But a bit of bad luck and you may never manage that J-5 or J-6 plot.
Because the plot needs the exact specifics of the ship and destination, there's a limit to how much pre-plotting can be done. I expect it's a matter of the ship contracting a port astrogator to do the job, but if something goes wrong - even a delay in leaving port, or conversely, having to leave early - it may be invalidated. But for boring ships doing boring scheduled cargo runs, absolutely. I'd probably make a commercially purchased plot a flat +1 to the Engineering roll to encourage ship Astrogators, who should be able to do better, especially on milk runs. But paying for the security of a professional J-3 plot when your own Astrogator is a rookie makes sense.
Is this from Specialist Forces? If so, I’ll point out how wrong so many other things in that book are wrong.The problem is that the universe does not support this assumption.
Rank/1 Crew are the standard, not the exception. Maybe that is just on PC ships since the rule may not apply to NPC ships.
According to page 92 of the CRB
View attachment 5148
Average is Skill 1
Experienced (NCO-types) Skill 2
Elite (Special Forces/Top Gun-types) Skill 3
Average isn’t who you want to levy the survival of your multimillion credit ship on. No one in their right minds would want less than an experienced engineer.The problem is that the universe does not support this assumption.
Rank/1 Crew are the standard, not the exception. Maybe that is just on PC ships since the rule may not apply to NPC ships.
According to page 92 of the CRB
View attachment 5148
Average is Skill 1
Experienced (NCO-types) Skill 2
Elite (Special Forces/Top Gun-types) Skill 3
Average is average because it is what most do. If Level 2 were supposed to be average, they wouldn't have labeled Skill Rank 1 as Average.Average isn’t who you want to levy the survival of your multimillion credit ship on. No one in their right minds would want less than an experienced engineer.
IYTU, sure, but it is not Canon.My take on this:
Skill 1: Some experience but not seasoned.
Skill 2: A seasoned professional.
Skill 3: An expert.
Skill 4: A voice in the field.
Skill 5: A top person in the field.
You didn't read my post? I specifically stated and listed it's page number in the CRBIs this from Specialist Forces? If so, I’ll point out how wrong so many other things in that book are wrong.![]()
Reading is hard. You do you, but the difficulty levels for the job mentioned make it unlikely that average is good enough. That’s just the way it is.Average is average because it is what most do. If Level 2 were supposed to be average, they wouldn't have labeled Skill Rank 1 as Average.
IYTU, sure, but it is not Canon.
You didn't read my post? I specifically stated and listed it's page number in the CRB
Want and able to get/afford are not the same thing. Your free trader is on "Amish frontier world" when your Engineer dies/crippled/goes native you won't have a lot of choices. Your belter character with Jack of All trades may be all you have.Average isn’t who you want to levy the survival of your multimillion credit ship on. No one in their right minds would want less than an experienced engineer.
All true.Want and able to get/afford are not the same thing. Your free trader is on "Amish frontier world" when your Engineer dies/crippled/goes native you won't have a lot of choices. Your belter character with Jack of All trades may be all you have.
Then again there are the "Kaylee Frye" type characters who aren't experienced but are talented.