Well... does it? What does the 100D jump limit add against a simple rule that said you need to be 800,000 km from a significant gravitational mass (let's say, more massive than your ship) to jump safely?
I pick 800,000 because the average world, by the dice, is size 5 i.e. 8,000k in diameter.
Downsides of the 100D rule: 1) the main one is if you take account of stellar jump limits, a lot of worlds should be jump-masked. The more I think about this, and playing around with various system-generation rules, jump masking could have profound effects. e.g. jump masked worlds requiring days more travel to reach from the jump point would presumably see much less traffic than a more easily accessible world.
2) Adds book keeping
3) I've never known what to do about jumping to asteroid belts. Even the biggest asteroid in the solar system's main belt, Ceres, is less than 1000km in diameter. You should be able to jump out almost right on top of it. Maybe that isn't much of a problem, but it has always irked me.
I pick 800,000 because the average world, by the dice, is size 5 i.e. 8,000k in diameter.
Downsides of the 100D rule: 1) the main one is if you take account of stellar jump limits, a lot of worlds should be jump-masked. The more I think about this, and playing around with various system-generation rules, jump masking could have profound effects. e.g. jump masked worlds requiring days more travel to reach from the jump point would presumably see much less traffic than a more easily accessible world.
2) Adds book keeping
3) I've never known what to do about jumping to asteroid belts. Even the biggest asteroid in the solar system's main belt, Ceres, is less than 1000km in diameter. You should be able to jump out almost right on top of it. Maybe that isn't much of a problem, but it has always irked me.