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Old 12-25-2017, 11:17 AM   #7
cptbutton
 
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Default Re: GT: ISW Jump rolls

Quote:
Originally Posted by Mike Wightman View Post
Having four rolls just means you are making the chance of a successful jump much less likely, which is contrary to how it works in Classic Traveller.

I can imagine that the early Terran jump ships require a highly skilled crew, but as they gain more experience with jump technology and learn from the Vilani they are likely to quickly cease to require rolls.
They will never get beyond jump rolls if they keep scoffing at jump dimming...


Digression: Has much ever been done about the idea of intentional misjumps, because any chance is better than staying here as the missiles come in, etc. What about the idea of if you really, really, really need a message sent more than six parsecs in a hurry, you intentionally misjump a bunch of ships in the hopes that one gets to the right place?

Though my GM-sense would say no one does this because in the actual game universe, misjumps are almost all inconsequential things like misexits, or fatal. The PC misjump chances are not real game world probabilities, they are a metagame fudge because "roll 3d6 and anything not a critical success means you are dead" is not conducive to good game play.
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