Jump Fluctuator
Timothy Collinson
(08 Jun 2024 20:29 UTC)
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Re: [TML] Jump Fluctuator
Jeffrey Schwartz
(08 Jun 2024 21:09 UTC)
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Re: [TML] Jump Fluctuator
Ethan McKinney
(09 Jun 2024 02:14 UTC)
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Re: [TML] Jump Fluctuator
Rupert Boleyn
(09 Jun 2024 08:56 UTC)
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Re: [TML] Jump Fluctuator
Timothy Collinson
(09 Jun 2024 11:16 UTC)
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Re: [TML] Jump Fluctuator
Timothy Collinson
(09 Jun 2024 11:11 UTC)
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Re: [TML] Jump Fluctuator
Timothy Collinson
(09 Jun 2024 11:08 UTC)
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Re: [TML] Jump Fluctuator Jeff Zeitlin (09 Jun 2024 19:42 UTC)
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RE: [TML] Jump Fluctuator
ewan@xxxxxx
(10 Jun 2024 21:24 UTC)
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Re: [TML] Jump Fluctuator
Timothy Collinson
(11 Jun 2024 08:06 UTC)
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Re: [TML] Jump Fluctuator
Evyn MacDude
(09 Jun 2024 20:56 UTC)
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Re: [TML] Jump Fluctuator
greg nokes
(10 Jun 2024 16:21 UTC)
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Re: [TML] Jump Fluctuator
Timothy Collinson
(10 Jun 2024 21:15 UTC)
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Jump rules (was Re: [TML] Jump Fluctuator)
Rupert Boleyn
(10 Jun 2024 21:19 UTC)
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RE: Jump rules (was Re: [TML] Jump Fluctuator)
ewan@xxxxxx
(10 Jun 2024 21:56 UTC)
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Re: Jump rules (was Re: [TML] Jump Fluctuator)
David Johnson
(11 Jun 2024 03:04 UTC)
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Re: Jump rules (was Re: [TML] Jump Fluctuator)
Timothy Collinson
(11 Jun 2024 08:30 UTC)
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Re: Jump rules (was Re: [TML] Jump Fluctuator)
Rupert Boleyn
(11 Jun 2024 21:56 UTC)
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Re: Jump rules (was Re: [TML] Jump Fluctuator)
Timothy Collinson
(12 Jun 2024 10:09 UTC)
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Re: Jump rules (was Re: [TML] Jump Fluctuator)
greg nokes
(11 Jun 2024 16:36 UTC)
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Re: Jump rules (was Re: [TML] Jump Fluctuator)
greg nokes
(11 Jun 2024 16:38 UTC)
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On Sat, 8 Jun 2024 21:28:17 +0100, Timothy Collinson wrote: >Now I've finished catching up with some other duties, I can turn once again >to TML after a week away and a week rather overwhelmed by being unplugged >for seven days. > >Sitting in a hot tub overlooking Bywater (which felt very Hobbitish), the >thought came to me about a Jump Fluctuator. But I can't tell if it's a >Belbin 'plant' idea that's one of the 99 out of 100 that should be >dismissed, or an idea worth pursuing. You can judge. Somehow, while I do see a Hobbit as enjoying a hot bath, I think of this in terms of lots of soapy water and suds, not so much soaking and relaxing. Other than that, hot water is (in fact) a good way to get ideas to dredge themselves up from the odd nooks and crannies that make up the several underlayers of the human mind... >Now, oddly, I really thought Traveller and MegaTraveller had dice rolled >'weeks' in Jump to give some variance, but now I come to look it up, >apparently not. Even though the text says "about a week". Paint me >surprised, I was sure there were some rules for some slight variation. >TNE: "one week" but a D6 table: 1=6 days, 2-5 = 7 days, 6 = 8 days >T4: 150-175 hours (no means for determining that I can see) >Mongoose: 148 hours + 6D >ORMV (other rulesets may vary - I've not gone through them all) I do seem to recall that CT and MT both _stated_ that jump was 'a week, plus or minus ten percent', but I don't actually recall any official rules for playing with that ten percent. Although it was written with a somewhat different intent, I suppose you could use "The Color of Jumpspace", Freelance Traveller July 2013 and www.freelancetraveller.com/features/rules/jumptune.html to implement that variation... Obviously, one can apply additional modifiers or boons/banes to the various rolls; for example, if the ship is behind on maintenance, the event roll might take a bane, where a failure on the roll means that your navigator can't make an observation because s/he's helping the engineer straighten out the frammistan on the drive's potrzebie unit, which really should have been replaced at the last maintenance but wasn't because, well, the bank balance wasn't looking so good... >So, I must have just imbibed it with TNE or MgT and thought it had always >been that way. Not to worry, the thought still stands. The dice rolls of >MgT tend to average around fairly limited variations of mostly just hours >(I presume because of the averaging effects of rolling 6D). I wondered >what might happen if you could fit a device that *randomly* shortened them >or lengthened them by 1-3 days. > >Roll your usual Jump duration and then roll a + or - die and then a D3 for >the number of days to subtract or add. (There may be cleverer ways of >doing that but my math(s) skill and rule design ability are, as ever >limited). I've not come up with any 'science' on *why* it should be a day >or 24 hours. 'Days' is very much too coarse a granulation for jump variance; even one full day puts you outside the ten-percent boundary. Hours is better. Ten percent of a week is about two-thirds of a day. If a device exists that lets you - under certain circumstances - shave a day or more off the length of a jump, any ship that has it and successfully uses it is going to be pulled apart to find out _why_, in hopes that whatever it is can be controlled so that "one jump = one week" will be a thing of the past. Even a navigator who gets consistently good results from "The Color of Jumpspace" will probably have ... difficulties ... retaining a job. Or freedom. >The idea is that if you're in a desperate hurry you activate the fluctuator >for a 50/50 chance of coming out sooner than you might expect (but with the >risk you could take longer). Presumably there are some situations where >that would be an acceptable risk. I suspect that in most cases, this will be to Get Away From The Big Baddie. In which case, it's likely that three days late will be just as useful as three days early. If it's to Prevent The McGuffin From Disasterating, you'd better not figure on succeeding at Getting There Too Soon, since it's even odds that you'll Get There Too Late, or, depending on what the Disasteration is, Not At All. ®Traveller is a registered trademark of Far Future Enterprises, 1977-2024. Use of the trademark in this notice and in the referenced materials is not intended to infringe or devalue the trademark. -- Jeff Zeitlin, Editor Freelance Traveller The Electronic Fan-Supported Traveller® Resource xxxxxx@freelancetraveller.com http://www.freelancetraveller.com Freelance Traveller extends its thanks to the following enterprises for hosting services: onCloud/CyberWeb Enterprises (http://www.oncloud.io)