Time to calculate a hyperspace jump?

By Rosco74, in Game Masters

Hi

Where in the rules there is any indication about how many rounds you need to calculate the coordinates to jump in hyperspace?

The skill description says you can use advantages to reduce the time etc ... there is tons of speech about the time but nothing to help the GM to determine the time.

Thanks

The answer that will most likely come up will be "as long as you need it to for the story" so I'll just say that now and get it out of the way - I know that's not terribly helpful without some additional guidelines.

I think that under the gun, setting the base at 5 rounds and then adjusting that number with the results of an Astrogation Skill check will work in most situations. It seems wise to throw Boost and Setback dice in there if there's something going on while the check is being made, for example the PCs are under fire and trying to escape.

There is no real standard, but I use 4-6 rounds as a baseline. Depends how many rounds you want to run a space combat. If the party isn't good at astrogation, you could potentially be in real-space longer than most ships will survive a combat, so ... adjust accordingly.

Edit: ninja'd!

Edited by whafrog

Depending on story/challenge of the check I have made it a series of successes. So while the Astrogator is astrogation he must focus on the calculation while other fight/fly/repair/etc. So I may say you have a hard check, and need to make 3 consecutive (or not) successes before you can jump to hyperspace. Then any threat/advantage accrued turns into boost or setback dice for checks 2 and 3.

Your call.

"What a character can do with a skill outside of an encounter is the same as what he can do with it inside of an encounter. The only difference is that inside an encounter, he has certain time limits imposed. In fact, the CM can determine that certain activities may require more than one action to perform"

Edited by 2P51

My current rule is 3 successful checks, one check per round.

Ok thanks, I think I will try with several rounds of calculation but only one dice check, rolling dice every rounds would increase drastically the chances of failure and disasters. I will decide how many rounds the navigator needs depending on the parameters, destination, distance, trade route or not, etc

"Tatooine - Ryloth? hum 3 rounds" that's the same sector

"Tatooine - Alderaan? hum 6 rounds as you follow the Corellian pass"

etc

I know there are some rules regarding travel time to/from various destinations in one of the books, but isn’t there also some guidelines for how easy/difficult it is to make the astrogation roll?

Seems to me like the difficulty for making the astrogation roll would also guide the amount of time necessary to make those calculations so that you can actually make the jump to hyperspace.

I usually set the target rounds, then the PCs roll once at the beginning of the encounter, and the actual result is target rounds + failures, or target rounds - successes.

As a rule of thumb I go with a base time of 4 rounds, then 2 more rounds for every setback die that jump lane has (most of the non-major trade lines have 1 or 2 setback dice in my setting). Then, if the astrogator has the Galaxy Mapper talent this gets cut in half. Then they roll at the start of the encounter, and for every success beyond the first they shave one round off the total. Failures extend the time taken by one round per failure.

As someone already stated the time it takes is however long you want it to take. If your group is dead set on hard and fast rules, though, roll a D6, and theres your answer. Now, I know that means it will make a previously short astrogation check into a longer one. "What do you mean five turns?! Last time it only took two!". Well, the hyperspace routes are constantly being updated for various celestial phenomena...black holes, super nova..comets...pulsars, etc. So things could get longer or shorter. However, if time is an issue and the astrogator 'smokes the jump' and just hammers in some last-known good data and hits the GO button...well...that would make failures, threats and despair results mighty interesting...

I normally go by the "how ever long the GM needs it to be" rule when I need things to be dramatic but otherwise I go by 4 rounds for an Easy Check and increase it by one round for every extra difficulty dice. I have the co-pilot make the roll first; any Threat or Despair generated adds more rounds. Advantage and Triumph speeds things up.

My standard is 5 rounds, but you can cut that time with extra successes. This keeps it nice and simple, you don't have to adjust time for the difficulty of the route. Easy check? You'll get more successes and be out of there in no time. Difficult check? You might have to spend several rounds just getting that one success.

So with one success, it will take five rounds, which can be a lot of fighting or just trying to stay out of range of combat. Five successes means you can make the jump at the end of the round. I had considered throwing in rules about how combat might knock you off course, but that did not seem like a fun calculation. Although, taking a Crit to the hyperdrive is going to screw up your day pretty bad.