Astrogation Check

By signoftheserpent, in Star Wars: Edge of the Empire RPG

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I've no idea, was it?

I'm not sure what that has to do with what I asked though.

I asked about rules written by the designers. Sure I can invent my own stuff, so what?

You haven't actually read the rulebook have you? That IS the rule, as intended by the devs.

There is a ton of stuff in the book they don't define in-depth. They don't give you precise times on how long it takes to hack a computer - that is a factor determined by the game. They don't tell you how long it is to research something in a library. They don't give you precise times for astrogation because they want you to use the setting and environment to determine those times. They WANT you to come up with those parameters because they change moment to moment - as they should.

To implement something Number Crunchy goes against the free flowing spirit of the game.

Edited by Desslok

Anything to do with Dice pool manipulation is quite crunchy in this system, meanwhile anything to do with position and time is wibbly wobbly.

This has caused problems since the Edge beta for anyone looking for a Star Wars game using 5sec rounds with 5ft grid maps for every encounter.

I'm of the opinion that every player and every group has game systems that work well for them, and other systems are incompatible.

This system requires a large amount of Narration, but also has 'some' heavy crunch in areas. If you ignore either then the system is not balanced correctly and you end up asking questions like "Why is Jury Rigged Auto Fire so broken?" or "Why are there talents that negate setback dice when my GM never gives me any?" or "why do I have a Tallent that halves the time of a task when I don't know exactly how a task is taking?"

In a way the system has made Narrative as important as Crunch, kind of a Crunchy Narrative, and possibly it could be more clearly spelled out very early in the book. This is an intrinsic design element and can not be ignored easily.

In my house-rule space combat, jumping to hyperspace requires three successful astrogation checks. And since it's an action, 1 person at 1 nav-computer will takes a minimum of three rounds to get this done. Of course, multiple navigators working in tandem at multiple nav-computer stations could get this done in a shorter amount of times, but very few ships (other than capital ships) have multiple nav-computers, at least in my Star Wars.