Navigation: FTL checks
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- Dungeon Crawler
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Navigation: FTL checks
Running a space-opera at the moment, using AU:GG as the basis of skills and space travel and I came across a crazy issue with rolling for Navigation: FTL. It states when using normal FTL (not trans-light or point-to-point) that you roll for Navigation:FTL every hour of flight. Now, even with a Factor 200 ship going across 4 light-years (short of Sol to Alpha Centauri) will take 7.3 days, equating to 176 check (186 if they don't have FTL accelerators).
This seems to be quite a lot of skill checks for a a high-speed space-ship going a short distance in space. Now PC's will probably be going longer distances in a slower vessel. I'm thinking of changing this to maybe every 12 hours or every 24 hours of travel. Anybody else found a reasonable way of dealing with this skill?
This seems to be quite a lot of skill checks for a a high-speed space-ship going a short distance in space. Now PC's will probably be going longer distances in a slower vessel. I'm thinking of changing this to maybe every 12 hours or every 24 hours of travel. Anybody else found a reasonable way of dealing with this skill?
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Re: Navigation: FTL checks
I have never made the checks necessary, but then, the team was not piloting the ship they were on themselves.
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- D-Bee
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Re: Navigation: FTL checks
I would think the ship's computer would take out of the piloting for the most part . A 12 hour skill check would make scent .
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Re: Navigation: FTL checks
Unless the PCs are the ones actually piloting the ship, I'd say no checks are necessary. The ship's computers would be pre-programmed with the destination, course, and speed to maintain.
If the PCs are the ones piloting the ship (and why would they sit in the pilot's chair for 7.3 days when the computer could do it for you?), I'd say checks every 8 hours, giving you 3 checks every day.
If the PCs are the ones piloting the ship (and why would they sit in the pilot's chair for 7.3 days when the computer could do it for you?), I'd say checks every 8 hours, giving you 3 checks every day.
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- Dungeon Crawler
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Re: Navigation: FTL checks
yeah I think every 8 hours is good. Thanks.
As for piloting for 7.3 days, spaceships don't automatically have auto-pilot or a good navigation computer (40%). So it's like the good old days of sailing, checking and rechecking one's course.
However in my games, datajacks have wireless capabilities, so with the vehicle datajack interface means he can command the spaceship from any of it's parts. The bridge is only typically used for a ceremonial occasion or when there is going to be high-g moves.
As for piloting for 7.3 days, spaceships don't automatically have auto-pilot or a good navigation computer (40%). So it's like the good old days of sailing, checking and rechecking one's course.
However in my games, datajacks have wireless capabilities, so with the vehicle datajack interface means he can command the spaceship from any of it's parts. The bridge is only typically used for a ceremonial occasion or when there is going to be high-g moves.
- Sir_Spirit
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Re: Navigation: FTL checks
I really dislike the FTL rules. I mean the methods shown basically are good for going from planet to planet IF they both in the same solar system. And that's it.
For true Interstellar stuff bleah.
Just give most of them a "stardrive" or "Hyperdrive" which most of the characters don't understand, and the ones that do can't explain to their players.
Have them make 1 check for short 'hop,' 2 for a medium 'jump', and 3 for a long 'trek'.
For true Interstellar stuff bleah.
Just give most of them a "stardrive" or "Hyperdrive" which most of the characters don't understand, and the ones that do can't explain to their players.
Have them make 1 check for short 'hop,' 2 for a medium 'jump', and 3 for a long 'trek'.
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- AlanGunhouse
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Re: Navigation: FTL checks
I think that it should work like this: the checks for FTL navigation are needed frequently only if the characters are piloting the ship without a navigation computer. Otherwise they need ONE check to set the course...though if that fails they may need a lot to find out where they are...
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Re: Navigation: FTL checks
AlanGunhouse wrote:I think that it should work like this: the checks for FTL navigation are needed frequently only if the characters are piloting the ship without a navigation computer. Otherwise they need ONE check to set the course...though if that fails they may need a lot to find out where they are...
Yeah, that acould definately work for me.
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If you support ICE/BCP/BorderPatrol at this point, you would have called the Gestapo on the people surreptitiously moving into your neighbor's attic and huffed that you were only following the law.
If you support ICE/BCP/BorderPatrol at this point, you would have called the Gestapo on the people surreptitiously moving into your neighbor's attic and huffed that you were only following the law.