I only require rolls when it is something dramatic. Otherwise, as long as 7 + their die modifiers are equal to or lower than the difficulty, auto-success.All you need is a generate program - the navigator carries it over to the computer, puts it in the slot and presses the button. They can then go back to their other job of making coffee for the pilot. And they have the generate program that goes with the Hironimus Nexus.
I stick with CT, the number of dice rolls required to get a ship from starport to jump is exactly zero unless they are doing something to cause a risk - unrefined fuel, jumping within 100D, flying without annual maintenance.
I disliked the MT task library necessary to jump, I dislike the GT task library to jump, and I dislike the MgT task library to jump.
Every die roll in a chain increases the likelihood of failure.
And clipping parked jets while taxiing.Supposedly, taking off and landing are the most critical periods during the flight.
This is only a record of commercial flights, mind:How many airliners crash even in extreme weather and landing conditions? How many crash due to problems during take off?
"Never tell me the odds!"That is about 3 in every hundred, and is quite high. So I wouldn't, but would a referee tell me the odds? There again the odds of dying in a Traveller career seems quite high, yet I still do it. That's how it is.
NASA won't let you go to orbit in back if the odds are worse than 1:270, which is close enough to rolling a 3 on 3D. But that's for the whole trip, so you'd probably have to badly fail a couple of rolls in sequence during three critical periods: Lift-off, on-orbit, re-entry. And maybe a fourth for docking - the Soyuz and Progress don't exactly have stellar records when it comes to that...Would you get on an airliner if you knew the odds of you dying were 1 in 36?
Right, you would have to first roll badly to see if there was a problem (which, actually doesn't seem unreasonable), carry the Effect forward to figure out its severity, then roll to fix it... bad Effect might just mean try again - at least if it wasn't during ascent or descent, and only on another failure after that the really bad thing happens. Or:So four rolls - lets say you only fail if you roll a 2 on 2d.
Your chance of a successful mission is 88.5%.
How about 3 or less for failure?
Your chance of a successful mission is 71.6%.
What if you fail on a roll of 4 or less?
You now have a 47.5% chance of a successful mission.
The point is that you only have to roll the second time if you fail the first time. Rolling snake eyes twice in a row is 1:1296.It doesn't work like that.
If you roll four times on 2d with a target of 3+ you succeed 88.5% of the time, by requiring four rolls in sequence you are raising your chances of failure with every additional roll required. It doesn't matter how you apply the fluff.
Any target number above 3+ on any of the four rolls makes your chance of success fall.
I never said it that way. In all four cases, roll to see if there is a problem (low percentage), roll to see if you can fix the problem, or it isn't serious enough to blow up the ship, and only then roll to see if it kills you. So as long as you have a chance of success on the second and third rolls, it lowers the probability of failure below that of the first roll. Each roll stops the kill chain, so if it's (rounding) 0.03 x 0.33 x 0.25, for instance, the total risk is 0.002475 times 4 is 0.0099 or 1% for the whole mission, so in that example , not great, but you get the idea.The mission.
launch - fail and you are dead
dock - fail and you are dead
reentry - fail and you are dead
land - fail and you are dead
You only fail on a natural 2.
88.5% chance of success.
If your chance of failing any of the above is more than a natural 2 your successful mission chance decreases.
This is why you should not roll dice unless you are willing to risk the consequences.
Alternatively you need to adjust the die rolls.
For example you could say you have boon on every roll thanks to meticulous planning, simulations, training and engineering.