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Old April 16th, 2017, 09:25 PM
LtBennett LtBennett is offline
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Cool Checking DISTANCE

Just double checking with the experts....
When looking at Mongoose Traveller Map these days....
One hex distance = ????????

So J2 would be capable of two hexes?
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Old April 17th, 2017, 02:47 AM
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1 hex = 1 parsec (3.26 LY)
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Old April 17th, 2017, 07:25 AM
AnotherDilbert AnotherDilbert is offline
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Quote:
Originally Posted by LtBennett View Post
So J2 would be capable of two hexes?
Yes.
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Old April 24th, 2017, 02:51 PM
LtBennett LtBennett is offline
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Default distance to jump point

So we get called on a mission.... Hop in our vehicle we've jointly rented...do a PILOT CHECK roll and take off.... we have to travel to 100D of our current planet or space station....

Can someone please provide a detailed example of Tarrus to Prometheus in "SOL" sector of the Solamani Rim?

100D (where planet is Tarus) = how far to jump point?
and then HOW LONG TO TRAVEL....???

Thank you.
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Old April 26th, 2017, 02:43 PM
Brandon C Brandon C is online now
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100D is 100 times the diameter of the world you are leaving. So for a world 12,000 km in diameter, you need to be at least 1,200,000 km from it to avoid a big jump penalty.
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Old April 26th, 2017, 03:55 PM
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Quote:
Originally Posted by LtBennett View Post
Can someone please provide a detailed example of Tarrus to Prometheus in "SOL" sector of the Solamani Rim?

100D (where planet is Tarus) = how far to jump point?
and then HOW LONG TO TRAVEL....???

All these questions were already answered in the other thread you began. That being said...

First, there is no "Tarus" or "Tarrus" within six parsecs of Prometheus, so I'm going to assume you meant to write "Terra". Terra is size code 8 which 8,000 miles/12,800 km in diameter. That means Terra's 100D jump limit is 800,000 miles/1,280,000 km distant. (Terra also orbits outside Sol's 100D jump limit. However, seeing as you're having so much trouble with planetary jump limits, I'm not going to broach the subject of stellar jump limits, jump masking, and jump shadows.)

As I already explained in your previous thread, the question of how fast you can travel between Terra and it's 100D jump limits depends entirely on the gee rating of you ship.

A ship's trip in normal space usually consists of starting at rest, accelerating for half the journey, "flipping over", decelerating for the next half of the journey, and ending at rest. A ship capable of one gee thrust will cross the 1,280,000 km in roughly 6.35 hours. A ship capable of two gee thrust will make the same trip in roughly 4.5 hours. Ships capable of higher thrusts will make the trip is less time.

Once you cross the 100D jump limit you can jump safely. A jump, regardless of length, takes 168 hours. (I'm not going to bring up variations in jump time or jump exit locations.)

After exiting jump, the ship will 100D from Prometheus. That world is size code 7 or 7,000 miles/11,200 km. The 100D trip in this case will be 1,120,000 km and I'll let you do the math yourself.
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Old April 27th, 2017, 12:02 PM
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Quote:
Originally Posted by LtBennett View Post
So we get called on a mission.... Hop in our vehicle we've jointly rented...do a PILOT CHECK roll and take off.... we have to travel to 100D of our current planet or space station....

Can someone please provide a detailed example of Tarrus to Prometheus in "SOL" sector of the Solamani Rim?

100D (where planet is Tarus) = how far to jump point?
and then HOW LONG TO TRAVEL....???

Thank you.
Unless there is some pressure I would not require the pilot roll. Just narrate the action. From time-to-time, get your players to tell what they are doing to give them some sense of actually doing something.
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Old July 18th, 2017, 10:08 PM
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I have my players tell me where their character is, and what their character is doing, during their "turn". I'll then decide what kind of roll is needed, if any. If a player says nothing, it is assumed their character is doing nothing.
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Old October 23rd, 2017, 04:54 PM
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How do they know what they need to be doing? I mean a player would not know how to run a starship in the Traveller world unless he has done it several times before but a character pilot would know. So surely the right player response would be 'my character is doing whatever my character would do in this situation' if asked that question.

Far better telling them what they need to do and having them roll for it if necessary and if there are consequences to not meeting the roll? No?

But the trick is to avoid unnecessary repetitive routine rolls whilst keeping the game interactive for the participants. I think I would tell them what was happening and ask them what they are going to do when faced only with an unusual circumstance out of the norm for that character.
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Old October 27th, 2017, 04:21 PM
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Quote:
Originally Posted by nats View Post
How do they know what they need to be doing? I mean a player would not know how to run a starship in the Traveller world unless he has done it several times before but a character pilot would know. So surely the right player response would be 'my character is doing whatever my character would do in this situation' if asked that question.
If your players doesn't know what to do, where to go, talk it through. Make it a conversation. Be detailed maybe the first take-off/landing, and after that only ask for rolls when there is change to the "ritual" of take-off or landing.

If you are new to Traveller, well... Then make something up.

/H
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