Question About Astrogation and Galaxy Mapper

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

The Galaxy Mapper talent reads (in part) 'Astrogation checks take half normal time'. I've pored through the book, but I can't find a reference or chart that shows how long an Astrogation check normally takes. Is it meant to be arbitrary, or is there a reference I'm missing? Seems like in certain situations, pursued by enemy ships for example, that the amount of time it takes would be very important.

Thanks!

The Galaxy Mapper talent reads (in part) 'Astrogation checks take half normal time'. I've pored through the book, but I can't find a reference or chart that shows how long an Astrogation check normally takes. Is it meant to be arbitrary, or is there a reference I'm missing? Seems like in certain situations, pursued by enemy ships for example, that the amount of time it takes would be very important.

Thanks!

Well, it normally takes twice as long as it would take someone with Galaxy Mapper to do it. Obviously... :P

The Galaxy Mapper talent reads (in part) 'Astrogation checks take half normal time'. I've pored through the book, but I can't find a reference or chart that shows how long an Astrogation check normally takes. Is it meant to be arbitrary, or is there a reference I'm missing? Seems like in certain situations, pursued by enemy ships for example, that the amount of time it takes would be very important.

Thanks!

Yeah, there was a whole thread on "how long does an Astrogation check take?" discussing this, as there's no actual reference in the core rulebook other than the usual "skill check requires an Action" that applies to most skills.

If I remember correctly, the general consensus was that an Astrogation check took a couple of minutes in narrative (non-combat) gameplay and assuming the character isn't rushed, so a character with Galaxy Mapper would only need a minute or so to plot a course and load the data from the navicomputer.

Where it starts to get thorny is making an Astrogation check while in the midst of combat, as the character is bound to be rushed, especially if they're also the pilot. It could be that the penalty for a rushed Astrogation check (+1 to difficulty) are mitigated, if not outright waived, for the character with Galaxy Mapper. It'd make sense, as this person is savvy enough regarding astrogation to not feel quite as pressured about getting the computations done ASAP, but I'm not sure if it's a balanced application of the talent.

Alternatively, for in-combat astrogation checks, you could require that it takes 2 Actions, and the character with Galaxy Mapper can perform it in 1 Action (half the usual time). That's probably work better from a rules perspective.

Giving it some thought, I propose a pretty simple house rule option for Astrogation checks:

An Astrogation check normally takes two rounds + a number of rounds based on the length of the trip (Table 7-14 on page 247). So:

Within a sector - +2 rounds

Within a region - +4 rounds

Between regions - +6 rounds

Across the galaxy - +8 rounds

Then the roll is modified as normal for difficulty, setbacks, bonuses, etc.

This gives you a reasonable number of rounds to accomplish the task, and makes Galaxy Mapper's benefit pretty clear (and easily applicable). Thoughts?

Edited by Direach

The only suggestion I'd make is to cut the base time and additional required rounds by half, so that it's 2 rounds if the destination is within the same sector, 3 rounds if within a region, 4 if between regions, and 5 if across the galaxy. In the case of a fractional result for those character's with Galaxy Mapper, round up to the nearest whole number.

I thought about that, but with two ranks in Galaxy Mapper you'd be calculating every trip except trans-galactic journeys in one round. That doesn't leave much time for dramatic chase scenes. :)

EDIT: After reading through the expanded Talents descriptions, I see that the time reduction aspect of Galaxy Mapper does not stack; 50% is the most you can reduce the time to calculate a hyperspace jump. Even still, I think the numbers I suggested are a good guideline for jumps, especially since the majority of the time calculations will be taking place in narrative time (unless the PC's are particularly good at enraging local authorities).

Edited by Direach

...unless the PC's are particularly good at enraging local authorities.

They're players in a game focused on scoundrels and criminal scum. Of course they're going to enrage the local authorities ;)

They're players in a game focused on scoundrels and criminal scum. Of course they're going to enrage the local authorities ;)

As well as any other scoundrels and criminal scum who value a low profile, most likely.

They're players in a game focused on scoundrels and criminal scum. Of course they're going to enrage the local authorities ;)

As well as any other scoundrels and criminal scum who value a low profile, most likely.

PC #1: so we've managed to piss off not only the local Imperial authorities, but the local crime syndicate, two different swoop gangs, and that black market merchant?

PC #2: Sounds about right.

GM: So business as usual for you guys?

PC #3: Good times man, good times.

PC #1: Okay, how long is it gonna take for us to get out of here before those TIEs on our tail rip our ship a new one?

PC #3: Not soon enough?

PC #2: Is it too late to say I have a bad feeling about this?

PC #1, PC #3, GM (in unison): Yep.