Hello Folks,
Old "ex-COTI" member here...
Question that I'd like to ask pertains to inaccurate jumps in MgT. To wit:
In the early part of the example of play on page 3 of the Core Rule Book (CRB) 1st edition, it says:
"Referee: Anyway, you’ve just jumped to the Cogri system. You’re
about two million kilometres out –
Chris (Morn): ‘Accurate’ as usual, Kathya! Only twice as far away as
we should be."
That's when I wondered at the time I purchased the pdf - "Where are the rules for inaccurate jumps as far as determining how distant from your targeted break out point into normal space one should be"?
I was sort of surprised to see that the Astrogator's skill has no bearing on how accurate or inaccurate a jump would be, and even more surprised to find that I couldn't locate anything on how to determine distances off the plotted exit point, one can end up. I got to thinking "is this just the GM taking license to choose what he'd like to portray thing - ie, fiat" because I couldn't find anything.
Then I looked closer at the task rules, and spotted something that had me wondering...
page 50 talks about levels of success or failures, and a failure by 1 is only a marginal failure - one in which the GM can allow the player to scrape a success, but at cost.
Page 141 talks about what is required for a successful jump, and lists that any modified roll of 0 or less is a misjump, any modified roll of 8+ is a successful jump, and any other roll is an inaccurate jump that is a minor set back.
I know that CRB 2nd edition has come out, but I currently don't have the book nor the funds at the moment to pick it up. My question is "has this been fixed at all" in the sense that there are now specific rules to determining the distance one finds oneself with an inaccurate jump?
I've taken a look at other Traveller Systems trying to find rules pertaining to inaccurate jumps, and I'm not overly fond of the T5 methodology for that. Megatraveller has "Jump mishaps" that when superficial, makes time in jump space last 1d6+4 days instead of the usual 6,7,7,7,7,8 days it could (rolling 1d6). If the mishap is minor, the distance further away from the intended break out point, is 1d6 x8 hours further away (which begs the question, is this going to be true whether the ship has 1g maneuver drives or 6g maneuver drives). If I were mean, I suppose I could simply figure out how long it takes for a 6G ship to travel 48 hours and say that is the max distance of an inaccurate jump, and then divide that max range by 6 to get a 1d6 distance, or by 12 and get a 2d6 distance table or what have you.
So I guess in my own long winded way, I'm asking if CRB 2nd edition fixed this, or do I have to create my own table and work it from there?
the line "+ the Effect of the divert power Engineer check" has me wondering...
Let's say you have an engineer with Engineer(Jump) at +1. I roll 2d6, and get a 9. Plus 1 makes it a 10. Needing an 8, I make my success by 2 levels. This becomes an effect bonus of +1 per page 51. Does that mean that when I make the final roll for entering jump, that I roll 2d6+1 for the engineer's jump effect? That means that I have to roll a 7+ on 2d6 to have a normal jump, and any other roll means an inaccurate jump?
What if the number of levels of failure determine just how far away the ship ends up missing its original intended exit point? So, in the case above, rolling a 2 when I needed a 7+ would be -5 levels of effect for the mis-aimed jump?
Let's see how this works from the Astrogator's side of things. See, from where I sit, here's the logic behind jumps and everything that goes into it.
Astrogator's numbers have to be spot on. If they're off, then the BEST accuracy that the Pilot and Engineer can hope for is by how much the astrogator was off by.
Pilot's maneuver has to be spot on. He's got to approach the jump point with the right velocity and the right angle to match what it was the astrogator wanted. If he flies too fast, he enters the jump point at the wrong time. If he's not on the approach angle properly, then he enters the jump space jump point at the wrong vector.
Engineering has to apply the energy properly at the proper levels at the proper time, in a uniform fashion (which was one reason that unrefined fuel supposedly caused problems with jumps - the power might spike or drop unexpectedly).
If EVERYTHING goes right, then the aim is true, the follow-up by the pilot hits the mark, and the engineer insures the jump space entry itself (its formation etc) is perfect. The ship goes PRECISELY where it is supposed to go.
The only real wildcard then, is how long one remains in Jump space itself! More on this in my next post.
Old "ex-COTI" member here...
Question that I'd like to ask pertains to inaccurate jumps in MgT. To wit:
In the early part of the example of play on page 3 of the Core Rule Book (CRB) 1st edition, it says:
"Referee: Anyway, you’ve just jumped to the Cogri system. You’re
about two million kilometres out –
Chris (Morn): ‘Accurate’ as usual, Kathya! Only twice as far away as
we should be."
That's when I wondered at the time I purchased the pdf - "Where are the rules for inaccurate jumps as far as determining how distant from your targeted break out point into normal space one should be"?
I was sort of surprised to see that the Astrogator's skill has no bearing on how accurate or inaccurate a jump would be, and even more surprised to find that I couldn't locate anything on how to determine distances off the plotted exit point, one can end up. I got to thinking "is this just the GM taking license to choose what he'd like to portray thing - ie, fiat" because I couldn't find anything.
Then I looked closer at the task rules, and spotted something that had me wondering...
page 50 talks about levels of success or failures, and a failure by 1 is only a marginal failure - one in which the GM can allow the player to scrape a success, but at cost.
Page 141 talks about what is required for a successful jump, and lists that any modified roll of 0 or less is a misjump, any modified roll of 8+ is a successful jump, and any other roll is an inaccurate jump that is a minor set back.
I know that CRB 2nd edition has come out, but I currently don't have the book nor the funds at the moment to pick it up. My question is "has this been fixed at all" in the sense that there are now specific rules to determining the distance one finds oneself with an inaccurate jump?
I've taken a look at other Traveller Systems trying to find rules pertaining to inaccurate jumps, and I'm not overly fond of the T5 methodology for that. Megatraveller has "Jump mishaps" that when superficial, makes time in jump space last 1d6+4 days instead of the usual 6,7,7,7,7,8 days it could (rolling 1d6). If the mishap is minor, the distance further away from the intended break out point, is 1d6 x8 hours further away (which begs the question, is this going to be true whether the ship has 1g maneuver drives or 6g maneuver drives). If I were mean, I suppose I could simply figure out how long it takes for a 6G ship to travel 48 hours and say that is the max distance of an inaccurate jump, and then divide that max range by 6 to get a 1d6 distance, or by 12 and get a 2d6 distance table or what have you.
So I guess in my own long winded way, I'm asking if CRB 2nd edition fixed this, or do I have to create my own table and work it from there?
the line "+ the Effect of the divert power Engineer check" has me wondering...
Let's say you have an engineer with Engineer(Jump) at +1. I roll 2d6, and get a 9. Plus 1 makes it a 10. Needing an 8, I make my success by 2 levels. This becomes an effect bonus of +1 per page 51. Does that mean that when I make the final roll for entering jump, that I roll 2d6+1 for the engineer's jump effect? That means that I have to roll a 7+ on 2d6 to have a normal jump, and any other roll means an inaccurate jump?
What if the number of levels of failure determine just how far away the ship ends up missing its original intended exit point? So, in the case above, rolling a 2 when I needed a 7+ would be -5 levels of effect for the mis-aimed jump?
Let's see how this works from the Astrogator's side of things. See, from where I sit, here's the logic behind jumps and everything that goes into it.
Astrogator's numbers have to be spot on. If they're off, then the BEST accuracy that the Pilot and Engineer can hope for is by how much the astrogator was off by.
Pilot's maneuver has to be spot on. He's got to approach the jump point with the right velocity and the right angle to match what it was the astrogator wanted. If he flies too fast, he enters the jump point at the wrong time. If he's not on the approach angle properly, then he enters the jump space jump point at the wrong vector.
Engineering has to apply the energy properly at the proper levels at the proper time, in a uniform fashion (which was one reason that unrefined fuel supposedly caused problems with jumps - the power might spike or drop unexpectedly).
If EVERYTHING goes right, then the aim is true, the follow-up by the pilot hits the mark, and the engineer insures the jump space entry itself (its formation etc) is perfect. The ship goes PRECISELY where it is supposed to go.
The only real wildcard then, is how long one remains in Jump space itself! More on this in my next post.