The skill section under Astrogation in the CRB (p104) indicates how to spend Successes, Advantage, threat, etc; everything except failure . So my question is this: Do I let a failed roll just fail and then they'll have to keep trying until they get it, or do I let them "Fail forward" where a failed roll means they succeed but it takes longer. The rules indicate additional successes reduce the jump time by 1 round, so my thought is that failures just increase this time (fail forward).
The obvious question here is what does the plot require?
- Do they HAVE to get away?= fail forward.
- OR if I am interested in what other solutions the players might come up with to deal with a failure= straight fail.
The context of my specific example I will be facing shortly: There will be a chase scenario through a Space debris field by a large ship with a tractor beam chasing the players. So its a duress roll. Personally I am leaning toward fail forward, which is generally how I run my game. My plot is flexable and I don't really NEED them to get away or have them tractored, but i'd rather not have them just sitting there having to roll astrogation several rounds in a row until they either A. get tractored, B. succeed, or C. just win the chase. That sounds boring. One thought I might add was if they fail the first Astrogation I require them to then fix the mcguffin (mech check, but make it easy) and then the next astrogation roll can fail forward. That might strike the balance between tension and success.
Thoughts on how you guys might handle it?
Edited by ThreeAM