Astrogation - simple or complex? (Potential BtR spoilers)

By Inquisitor Tremayne, in Star Wars: Edge of the Empire RPG

Hiya.

So in BtR, as the PCs travel to Cholganna, there are expanded rules for the astrogation check and the hyperspace route needed to get there. Basically, multiple jumps and a longer trip at roughly average difficulties or one daunting check to shave off some time. In addition to some expanded uses for additional successes, threats, despair and triumphs.

Long story short, I really like this and want to add something similar to my games for nearly all hyperspace jumps. Thought I would get a poll from everyone and see what the feeling was, is this needless complexity or does it make hyperspace travel more interesting (and potentially more dangerous)?

One thought was to allow the PCs to plot their course using this wonderful map and setting the difficulty based on their decision.

http://scheme9.blogspot.com/2011/01/map-to-galaxy-far-far-away.html

I dont think its pointless, but you might want to consider why they are doing it other than for the sake of doing it. Like mapping new routes and selling the coordinates.

I do require multiple jumps - travel from system to system isn't direct unless the two are on a hyperspace route, otherwise there are multiple legs to any journey. However, I don't have multiple jumps require multiple Astrogation rolls. The one roll represents the overall planning of the route.

I love the idea of asking the players to plot a course on the map! That's cool.

(spoiler alert)

I'm about to run Beyond the Rim, and I like that the designers give you a choice between one leg or two. I'm curious -- how does timeliness affect the plot, exactly? If you don't have IT3, I guess the Rodians get a bigger head start on you. Maybe more loot if you arrive sooner? Or you arrive during daylight, so you can find the crash site more easily?

This is the thread you are looking for.

Cheers,

Yepes