> > On 28Jun2020 1525, Thomas Jones-Low wrote: >> >> The other thing to keep in mind is developing the Jump Drive is a >> difficult challenge. It’s only been done seven times in in the >> history of Charted Space. Based on the outcomes of the misjumps and a >> few other statements, the process of entering jump space is an >> unstable, chaotic one. You, the Astrogator and the computer system >> you are using need to know a number of factors to a high degree >> accuracy. > The jump drive, as it was originally described, was a quite reliable > piece of kit. You could only misjump using the original '77 rules if > you jumped too close to a world or star (and the star part is > explicit), were using unrefined fuel, or your drive was past due for > maintenance. The chance was 12+, -1 if using refined fuel (i.e. no > chance at all) if you did things right. > > The '81 version changes things somewhat - using unrefined fuel is > perfectly safe in a scout of military ship, stars are no longer > mentioned as causing problems, there's an extra DM for being within 10 > diameters of a world (in case within 100 diameters wasn't scary > enough), lack of drive maintenence doesn't make misjumps more likely, > and a bad enough roll can destroy a ship rather than just cause a > misjump. > > > In both versions, given the size of the computers required for jumps, > especially long ones, it seems that finding a 'course' that gets you > where you want to go is hard, but without it it seems that actually > you just go nowhere. > > In MegaTraveller there are a series of tasks required before you can > jump, but the same rules applies - if you play it safe there's no > chance of a misjump. > > In TNE the same applies, but there's also a Piloting roll upon > emergence, and a poor roll on that means emerging with an inconvenient > vector. > > T4, I'm not sure of the way it's expressed, but I think it's like the > original '77 rules, but without the bonus for refined fuel. If so, > this is the first set of rules that gives a chance of a misjump when > you're doing everything right. > > GURPS Traveller allows a small chance of something going wrong on a > jump even if you play it safe, and there's some chance this will be a > misjump, but they should be very rare unless the ship's engineer has a > low skill level. > > T20 is less than clear (I assume the DC21 check for misjump is a typo, > because otherwise it's automatic), but seems to imply that with a > low-skill astrogator it'll be fairly common, but most misjumps just > damage machinery or mess with the occupants - about 1in20 are 'go who > knows where' events, and 1in10 are 'game over'. > > MgT requires an engineering check, modified for bad fuel, etc., which > means that a skill engineer can safely jump when common wisdom says > you really shouldn't (something that's also a thing in MT, TNE, and GT). > > I don't know T5 well enough to be sure of the odds of misjumps, and > don't have access to other Hero Traveller. > > Overall, the newer the rule system, the worse your odds, it seems. > GT: Far Trader (IIRC) actually addressed this - modulo GM shenanigans, El Capitane succeeding on a Shipmaster +2 (or +3) roll means that particular jump was routine - ie, all paperwork in order, no need to roll for jump, etc etc etc, crush the lesser races, unlimited rice pudding for all. --