Time for Astrogation skill check?

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

I am curious what other do for the amount of time it takes to make a Astrogation skill check when jumping to Hyperspace? I did a search of the forum, but couldn't find a discussion.

I wasn't listening to the Order66 podcast and took this from what they use:

min diff. calc time

1 diff 2 rnd
2 diff 4 rnds
3 diff 6 rnds
4 diff 8 rnds
5 diff 10 rnds

OR

All checks have a base time of 10 rounds.

Both of the above are then adjusted by the roll as per below:

Calculations
1 success Reduce calc time (-1 rnd per)
1 triumph Complete calcs in min time; instant microjump

1 triumph Able to jump into/out of atmosphere (upgrades needed though)
2 triumph Calcs done instantly (stored calc)
1 threat Increase calc time (+1 rnd per)
1 despair Calcs done in max time +50%
2 despair Calcs done in max time +200%

Any other ideas? What are you using in your game? It will be important for my next game as the players will need to escape a planet just as an Imperial Assault Carrier drops out of hypersapce sending 4 TIEs towards the players.

Edited by Andreievitch

Give a listen to the order 66 podcast on this subject. Also there are rules in the game.already.for much of this.

I like to base calculation time on silhouette.

So, the number of rounds it takes to make the jump is equal to the silhouette of the ship minus the number of uncancelled Successes rolled on the check. Triumph and Advantage don't affect the number of rounds required, but may provide other advantages (such as reducing the actual time of the journey, or upgrading enemy checks as the PCs make their escape, etc.)

Once the check's been successfully made, of course, the PC who made the check is free to do other things while the computer crunches the numbers.

I use 4 rounds as a base time, and then add 2 rounds for every setback die I've assigned to the difficulty (since all Astrogation checks are base difficulty Easy, I assign 0 to 3 setback dice to a given hyperspace lane to reflect how well-travelled it is). Then, for every success beyond the first, the players can reduce the time taken to plot the course by 1 round. A Triumph lets them jump the round after the roll is made. Of course, failures adds rounds to the time taken. And the Galaxy Mapper talent cuts the time taken in half.

Our group uses the RAW.

EdwardAvern has already outlined the rules pretty clearly.

We also use the advantage results to help determine how much faster (shorter actually) the trip takes.

16 hours ago, Daeglan said:

Give a listen to the order 66 podcast on this subject. Also there are rules in the game.already.for much of this.

The above was a summary from the podcast :) Maybe my "wasn't listening" was a misunderstood joke...

6 hours ago, Mark Caliber said:

Our group uses the RAW.

EdwardAvern has already outlined the rules pretty clearly.

We also use the advantage results to help determine how much faster (shorter actually) the trip takes.

Do you mean the outline here? I can't see mention of Astrogate time? I can't see another post where @EdwardAvern talks about Astrogation time?

Personally, I like this suggestion from the Order66 Podcast:

min diff. calc time

1 diff 2 rnd
2 diff 4 rnds
3 diff 6 rnds
4 diff 8 rnds
5 diff 10 rnds

With the Advantages/Triumphs from the roll adding exciting outcomes (quicker time, jump into orbit etc)

I was reviewing Astrogation in Force and Destiny (FnD) and the rules are the time it takes to calculate a hyperspace route is the Silhouette size less 1 per success rolled during the check.

Our group uses the number of advantages rolled to reduce the base travel time by 1 hour per advantage rolled, (before multiplying the hyperdrive class to the trip).

This second bit is a "house rule."

On 07/02/2017 at 4:19 PM, Mark Caliber said:

I was reviewing Astrogation in Force and Destiny (FnD) and the rules are the time it takes to calculate a hyperspace route is the Silhouette size less 1 per success rolled during the check.

Our group uses the number of advantages rolled to reduce the base travel time by 1 hour per advantage rolled, (before multiplying the hyperdrive class to the trip).

This second bit is a "house rule."

Wait, this is in the rulebook? I thought it was just a houserule I nicked from somewhere. Do you have a page ref?