It might be possible to finesse that a bit. Systems obviously aren't all located at the exact centre of their hex, they could be anywhere in it, so the distance between adjacent systems averages to 1 parsec, but could be much higher. Yet J-1 ships can always get from a system in one hex to a system in an adjacent hex. So to my mind J-1 ships actually have a range of up to 2 parsecs, J-2 ships have a range of up to 3 parsecs, etc.
Does that help at all, or does the way to allocate systems to hexes already take that into account?
Simon Hibbs
That's actually my default treatment. If two stars are in adjacent hexes (and have the same Z-coordinate after rounding off), they can physically be 2 parsecs apart if they're at opposite sides of their respective hexes, but they are logically treated as 1 parsec apart. It extends your range by a parsec in a few rare cases, but this doesn't happen often enough to overcome the basic problem and restore anything that looks like a jump-1 Main. The chances of two stars in adjacent hexes being at the same Z-level are pretty low (somewhere on the order of 10 percent).
The easiest solution, since we've already thrown canon out the window by introducing the third dimension and can't possibly do any more damage to it, is to redefine jump distances. Jump numbers are retained as a sort of relative ranking, and Jump-2 is longer than Jump-1 and shorter than Jump-3-- but the numerical identity between jump number and range in parsecs goes away.
So, you can recapture the essence of the Traveller jump system if you're willing to give up this one-to-one correspondence. The easiest way to do it is to define J-1 as two or three parsecs, and increment the range by one parsec for each jump number. That keeps it simple and workable. I will also note that it's a lot less radical than the extremely-long-distance hop and skip drives introduced in T5.