On 6/28/2020 7:04 AM, Rupert Boleyn wrote: > 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'. > The roll is the Referee wants to succeed at a DC21 check to cause a misjump. Meaning roll a 21 or or more on a D20 to have a misjump. So always fails (no misjump) unless using unrefined fuel, drop tanks, within 100 or 10 diameters of a world, or failing your DC15 T/Astrogation check. Astrogation isn't repeatable, so no Take20, but you can do a Take10, and with an Edu 14 (+2) and you need a T/Astrogation skill of 3 or more to succeeds. So a first or second level character (one term) can manage the process. > I don't know T5 well enough to be sure of the odds of misjumps, and don't have > access to other Hero Traveller. > The basic check is JumpNumberD < Int + Astrogation skill. Failing this roll means a misjump, which results in showing up in someplace other than your intended locations. Usually somewhere else in the system but perhaps somewhere else in another parsec hex. This is much less dangerous than the random hex location / destroyed results of earlier versions. Jumping also requires a engineering check 2D < Int+Engineer(Jump). Getting an actual ship destroyed result requires a Spectacular Failure result (3+ sixes on one or both rolls). The really confusing one is Hop drives requires a 10D check. > Overall, the newer the rule system, the worse your odds, it seems. -- Thomas Jones-Low Work: xxxxxx@softstart.com Home: xxxxxx@gmail.com