Do the PCs need to make an Astrogation check for every hyperspace journey?

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

So, the characters in the group I GM are about to go off world for the first time, and will be travelling from Coruscant to Teth (quite a long trip). Do you think that would require an astrogation check? If so, what would happen if they failed, or got threat?

I don't really want to make a big deal of the trip - I just want the PCs to get to the next location in the adventure I've written.

Edited by Chimpy

I only do astrogation checks if there is a time constraint.

I would only if its important to the story. For example, as fjw70 suggests, if they have to get there in a certain time frame (chasing someone, beating someone to a location, meeting someone, beating a deadline, etc.). Or, thinking about it, you could also use it to flesh out or add fluff to an adventure on the fly (they miss the check and run into a group of pirates or imperials or rival bounty hunters or arrive at an abandoned space station instead or whatever).

Edited by SadPolarBear

It really depends on what your game is about. If there isn't really a group pilot, and your game really isn't about space travel at all, but more focused on the action on the planets, then just skip that element if that is what works for your game to keep the action moving and get to the story. Of course, hyperspace mishaps can provide the beginnings of some epic adventures, but generally speaking, you want to avoid rolls for routine type things. If it is a hyperspace jump where the PCs have all the time in the world and trimming some time off the jump or arriving closer or further from the destination doesn't really impact the story in any way, I'd skip the check. If they are trying to do it while dodging TIE fighters, on the other hand...

I only do it when it's relevant for one reason or another. Things like going to a system to the first time, doing it under fire or in a hurry, or other extenuating circumstance.

When this issue came up, I flipped back to the astrogation skill and read it's description. It said to use the skill anytime the character needed to do a hyperjump calculation. So unless they had the jump coordinates already done by someone else, we rolled it and used the advantage/threat as detailed later in the skill description.

If you dont want the players sidetracked, then dont make them roll. I ocassionaly make small side quests for things like that, just a little adventure or occurance for when there isnt a pressing need to get somewhere quickly, but is sounds like you want to get to the next part of the adventure. In that case, no roll. Especially if it would be a pain for you to do. You dont always have to have something happen

I always make my group roll for plotting coordinates. The reason being is if they are being tracked/hunted by bounty hunters for example a longer journey can be detrimental. A shorter journey can be beneficial.

If they are given coordinates then no roll.

I don't really want to make a big deal of the trip - I just want the PCs to get to the next location in the adventure I've written.

As a GM, I'm trying wean myself off unnecessary die rolls in general. I'm trying to ask myself "If they fail this roll that I'm requiring, how will it serve my plot?" and if I cant come up with a good enough reason for failure to further the story or generate some drama, then I'll handwave it.

So yeah, unless there's some kind of stress, I'd just say "You make the jump, wipe to you guys in orbit above Bespin. . . "

What desslock said