Galaxy Mapper and Setback Dice?

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

So, am looking at Astrogation and Galaxy Mapper and I see that most of the issues that may come up with an astrogation check are already covered by the difficulty dice. What other sort of situations may give setback die for astrogation to make the Galaxy Mapper -1 sbd bonus useful?

+ mod. description

*** dmg/missing navicomp/astromech

* quick/emergency calcs

* ship slightly dmg'ed

** ship heavily dmg'ed

* outdated,corrupt,counterfeit charts/data

Edited by FreeXenon

  • Poorly mapped/charted destination or departure location.

(or is this straight difficulty?)

(loves me some Interdictors - though these are probably straight plot devices)

(thanks, EDI!)

Edited by Col. Orange

Hmmm..... interesting. Below is what I have come up with for astrogation times perhaps in the first table I should drop the first row and make it give setback die instead, or upgrades for the last 2? Then increase the times in the second table to equal the times in the first table?

Setback die may have the effect of increasing the calculation time, so that may work both ways. The base calc shows a +1 increase in difficulty for outdated, etc maps, so I am not sure if the sbd way works with that being there (at least for this to be internally consistent with the main chart).

Drunk navigator... that makes sense.

Base Calculation Times

Choose most limiting: traveling from or traveling to

time example

1-3 rnds major/minor hyper lanes, inner rim, very current/complete maps

4-6 rnds mid-rim, slightly out of date/incomplete maps, a little off the beaten path

7-9 rnds outer rim, out of date//incomplete maps

10-15 rnds unknown space, no maps, no clue

Calculation Time Modifiers (traveling to)

time example

+1 rnd within system

+1-3 rnds within sector

+4-6 rnds within region

+7-9 rnds between regions

+9-12 rnds across galaxy

Edited by FreeXenon

They really screwed with the parameters on the Astrogation chart. IMO, many of the things they have adding Difficulty should not do so, but should instead add Setback.

They really screwed with the parameters on the Astrogation chart. IMO, many of the things they have adding Difficulty should not do so, but should instead add Setback.

I agree with ya there.

I have to agree. Astrogation overall is poorly laid out. They've added difficulty dice where setbacks seem more logical to me. They've also created a talent that halves the amount of time it takes to get into hyperspace, but not told you how long that actually is.

They've left a bunch of general facts out. From my old West End days I know that you can't hyper in a gravity well, but it doesn't actually say that anywhere I can find, so a new player might never know this.

I am looking @ the Beyond the Rim astrogation stuff and that is a bit confusing and seems to conflict with what is in the Core Book:

... requires an Average (2 diff. die) Astrogation check as the hyperspace data is regularly updated.
starts as a Hard (3 difficulty die) Astrogation check with (2 sbd) representing the decades-old data.
...the exact route is uncharted, the jump difficulty begins as a Daunting (4 diff. die) Astrogation check
None of those lines make any sense with the base table in the Core Book.
It seems that they are working off a difficulty system that is based on how complete/up to date the maps are, which would tend to make my first table follow the difficulty die:
Base Astrogation Calculation

* major/minor hyper lanes, inner rim, very current/complete maps

* * mid-rim, slightly out of date/incomplete maps, a little off the beaten path

* * * outer rim, out of date//very incomplete maps

* * * * unknown space, no maps, no clue

Astrogation Check Modifiers

+ mod. description

* quick/emergency calcs

* ship slightly dmg'ed

** ship heavily dmg'ed

*** dmg/missing navicomp/astromech

Perhaps have the modifiers upgrade the check instead of add more difficulty die, which may seem a little extreme and painful, but perhaps not unduly so?

Fixing it like this does not answer my sbd question, an even makes it more difficult to answer.

Edited by FreeXenon

The second line seems completely inconsistent with the other 2 lines, unless I am missing something:

... requires an Average (2 diff. die) Astrogation check as the hyperspace data is regularly updated.
(difficulty die based on map quality/completion)
starts as a Hard (3 difficulty die) Astrogation check with (2 sbd) representing the decades-old data.
(sbd based on map quality/completion)
...the exact route is uncharted, the jump difficulty begins as a Daunting (4 diff. die) Astrogation check
(difficulty die based on map quality/completion)

or perhaps something like this:

Astrogation Base Difficulty (how well it would have been mapped)

* along/near major hyperspace routes (core)

* * along/near minor hyperspace routes (inner rim)

* * * off the beaten (hyperspace) path (outer rim)

* * * * no hyperspace routes near (unknown space) (never mapped)

Astrogation Modifiers (how often these maps would be updated)

+ mod. description

-- often

* a few months or years old

** a few decades old (< 50 years)

*** < century

1x upgrade > century

2x upgrade never mapped

Astrogation Difficulty Upgrades (circumstantial craziness modifiers)

+ mod. description

* quick/emergency calcs

* ship slightly dmg'ed

** ship heavily dmg'ed

*** dmg/missing navicomp/astromech

Calculation Time

time example

1 -3 rnds within system

4-6 rnds within sector

7-9 rnds within region

10-12 rnds between regions

12-15 rnds across galaxy

This may model things a bit better at least in light of the Beyond the Rim info.

What do you think?

Edited by FreeXenon

Looks all right, I'll have to double check - and check with the SoF astro difficulties presented in one of the modular encounters.

For reference this is the last part of the Astrogation rules I have. Most of which comes straight from the book:


Dynamic Astrogation Results (p104 skill)


Base arrival location is medium range.


Calculations

+success reduce calc time (-1 rnd per)

1 triumph compete calcs in min time

1 threat increase calc time (+1 rnd)


Travel

success sucess wo/incident

+success better location (-1 rng band)

1 advantage reduce travel time or locate stop overs

1 triumph min travel time; new minor route or other new info?

2 triumph new major route

1 threat decrease accuracy (+1 rng band); increase travel time

1 despair in light - med. asteroid/debris field; grav. field/interdictor; near pirates/combat; hyperdrive minor break

2 despair hvy asteroid/debris field; active battle ground; plot person setting a trap; hyperdrive component critcal

Edited by FreeXenon

I made a slight change to the Astrogation Modifiers.

Here is the updated tables:


Base Calculation Difficulty (how well originally mapped)


Choose most limiting: traveling from or traveling to


diff example

1 diff near major hyperspace routes (core)

2 diff near minor hyperspace routes (inner rim)

3 diff off the beaten path (outer rim)

4 diff unknown space (never mapped)


Base Calculation Difficulty (how recently updated)


mod example

1 sbd a few months or yrs old

2 sbd a few decades old (< 50 yrs)

3 sbd 50-100 years

1 upgrade > century

2 upgrade never mapped


Astrogation Difficulty Upgrades (circumstantial mods)


upgrades description

3 upgrades dmg/missing navicomp/astromech

1 upgrades quick/emergency calcs (-3 rnds)

1 upgrades ship slightly dmg'ed

2 upgrades ship heavily dmg'ed

downgrade (not Quick/Emerg) by spend 1 hour/per


Calculation Time Modifiers

rnds example

1-3 within system

4-6 within sector

6-9 within region

9-12 between regions

12-15 across galaxy




Dynamic Astrogation Results (p104 skill)

die result description


Calculations

+success reduce calc time (-1 rnd per)

1 triumph compete calcs in min time

2 triumphs calcs done now (stored calc)

1 threat increase calc time (+1 rnd per)

1 despair calcs done max +25% time


2 despair calcs done max +125% time



Travel ( arrive at medium range)

1 success success wo/incident

+ success better location (-1 rng band per)

1 advantage reduce travel time or locate stop overs

1 triumph min travel time; new minor route or other new info?

2 triumph new major route

threat worse location (+ 1 range band); ⇑ travel time

1 despair in light - med. asteroid/debris field; in grav. field/interdictor; near pirates/combat (medium);

2 despair in hvy asteroid/debris field; active battle ground (close); plot person setting a trap;


Equipment

2 threat minor navcomp misalignment ( to astro checks) [mech or comp 5-10 min]

3 threat major navcomp misalignment ( to astro checks) [mech or comp 20 - 30 min]

1 despair hyperdrive/navicomp minor break

2 despair hyperdrive/navicomp component critcal

Wow. I think that's quite a few upgrades in there.

So, suggestion time :) Not that I don't like your idea, it's just that I'd prefer a different take on it.

So based on the above, I'd perhaps do the following, for my own peace of mind :ph34r:

Here goes:

Base Calculation Difficulty (how recently updated)

diff example

1 diff Recently updated (less than a week)

2 diff More than a week to a few months

3 diff More than a few months to a few decades old (< 50 yrs)

4 diff 50-100 years

Modifications to base difficulty

Mod example
0 sbd near major hyperspace routes (core)
0 sbd near major hyperspace routes (mid rim)
1 sbd near major hyperspace routes (outer rim)
0 sbd near minor hyperspace routes (core)
1 sbd near minor hyperspace routes (mid rim)
2 sbd near minor hyperspace routes (outer rim)
1 sbd off the beaten path (core)
2 sbd off the beaten path (mid rim)
3 sbd off the beaten path (outer rim)
4 sbd unknown space (never mapped, but destination and origin known)
1 upgrade > century old data
2 upgrade mapping new route (destination unknown)
+1 diff ship slightly damaged
+2 diff ship heavily damaged
+2 diff quick/emergency calcs (subtract an appropriate amount of rnds)
+3 diff dmg/missing navicomp/astromech
Calculation Time Modifiers
rnds example
1-4 within system
5-7 within sector
8-10 within region
11-13 between regions
14-16 across galaxy
When it comes to your downgrade for taking longer time, my take on that is that if they have enough time to plan it properly - which should rarely be the case ;) - I probably wouldn't require a check, or reduce it according to how they narrate and describe how they go about it.
I gather that I'm pretty "generous" with the suggested number of setback dice, but I'm just trying to paint a picture of how I'm thinking, there's no need for 4 setback dice if the difficulty is high enough, like Daunting... no one needs another 4 dice on top of that, so then reduce it. All depending on how important it is, what their chances are to start with. I mean, it's supposed to be fun and engaging, not mean and punishing :ph34r: but still appropriately difficult.
EDIT: changed the age of the data examples.
Edited by Jegergryte

AS a note while I am looking through your changes which look interesting, when I put ' near major hyperspace routes (core)' I am really meaning ' near major hyperspace routes or in the (core)'. Core was not so much meant as a modifier for major hyperspace routes.

You could have someone who is in the Core , but is still off the beaten path, so it was not really mapped still triggering a 3 difficulty base with maps that are still recent so no basic sbd modifier

Everything I have written in these tables is as brief as possible since I am putting this together for a ship action sheet.

Edited by FreeXenon

Yeah, I see your reasoning, but for some reason I'd prefer the age of the data to be what sets the difficulty rather than adding setback dice. Of course then it becomes an issue when there is no data (unknown space as you call it), but I'd put that at 3 difficulty - too old data might be worse than no data (not counting the upgrades of course), considering black holes, a nebula, super nova and what not might have been in the path of the systems movement.

I'm going to test this tomorrow most likely - if I get my players to do what I want, as if that's ever going to happen... :ph34r: if it turns out to work terribly I'll let you know. :)

I look forward to hearing your results.

If you too much time and have chance, could you put forward mine as well.

I will be very interesting in hearing the results.

Good luck to your group! =)

Also, part of my reasoning was looking at what was done in the Beyond the Rim adventure which uses sbd for out of date maps. I was trying to put together a system that made sense there, even if the base stuff in the core is sort of messed up.

I prefer not to "codex" things into absolutes with things like Setback dice, but this does lead to a larger question. Since so many of the Talents deal with removing Setback dice, do other GMs think this is a suggestion that they should be finding excuses to use Setback dice as often as possible? My players have already noted that many of the Talents seem "worthless", as they only come up occasionally, and even then, Setback dice might not apply, making some of them just an XP sink to get to the next useful Talent.

In my games, I tell my players that I'm going to be finding ways to add Setback AND Boost dice to almost every major dice roll, and I invite them to help (they're usually better at finding ways to add Boosts, of course)

Thoughts?

@StrayGeologist You could find out what skills and talents they have then come up with a table of possible reasons for setback dice. You could even start a thread on it too, so everyone can benefit from it.

"Drunken Navigator"... What about Boost Die for a drunken Navigator ;) ? Like the Way of the Drunken Master in Kung Fu?

"Drunken Navigator"... What about Boost Die for a drunken Navigator ;) ? Like the Way of the Drunken Master in Kung Fu?

Pash: "Where the fugg are we?"

Oskara: "You don't know ?!"

Edited by Col. Orange