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Limited number of Hyperspace Jumps
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CRMcNeill
Director of Engineering
Director of Engineering


Joined: 05 Apr 2010
Posts: 16174
Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Wed Jul 10, 2019 10:02 pm    Post subject: Reply with quote

If you’re interested, here’s my take on it.
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"No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.

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Dredwulf60
Line Captain
Line Captain


Joined: 07 Jan 2016
Posts: 910

PostPosted: Wed Jul 10, 2019 10:43 pm    Post subject: Reply with quote

CRMcNeill wrote:
If you’re interested, here’s my take on it.


Yes that is helpful. Thank you!
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garhkal
Sovereign Protector
Sovereign Protector


Joined: 17 Jul 2005
Posts: 14031
Location: Reynoldsburg, Columbus, Ohio.

PostPosted: Thu Jul 11, 2019 2:46 am    Post subject: Reply with quote

Dredwulf60 wrote:

ahh, see...there's my hiccup.

I was always reading it as you can't do it yourself; You get 2 (or 4 or 6 or 10 or whatever) pre-defined jumps and if it doesn't work for you due to a changing situation....too bad, cuz you have a crappy nav computer.

So I just go with a base difficulty and make it easier with a good nav computer (a few bonus dice) and harder with a poor computer (one, none or negative a couple dice)


As per the R&E book, page 118, one CAN make an astrogation check, at +30 (my bad), even if one doesn't have a nav comp.
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