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Jumping

Ok, so, if we age while time passes during a jump, what's the experience of that like? Are we conscious? Is there any difference in the experience between a normal jump and the worm hole things (Adam holes) :)  hehehe. Sorry that's funny. Adam Planets.  :)
Jump space is just like normal space except smaller.  All "normal" laws of physics continue to operate without change.  Time passes inside the same way it passes outside.  Think of it as if you board a bus at 1st street and leave the bus at 10th street.  The only difference is that you traveled farther while onboard the bus than if you had walked. Each ship in Jump space is in it's own private bubble of space time.  There is no known way to communicate with that ship from outside the bubble.  When the bubble collapses the ship is dropped into normal space. 
Also, it turns out I was mistaken on the rules for death by Jumping to close to a planet.  You were correct that the DM is a full +15 when the ship Jumps within 10 diameters of a world.  Only a Scout ship with refined fuel has a chance to survive.  One in 36 specifically.  Not great odds at all and even if a 2 is rolled the ship still misjumps.  Bottom line is never enter jump from within 10 diameters of a world (except for an Adam's Moon/Wormhole).
Yikes, ok. The table afterwards listed it at +10 (vs +5), but cumulatively that's +15... anyways, I was just making sure. Damn that's scary.  :)
man you'd have to be a great pilot to survive that
No, you have to be a lucky pilot to survive that.
is it a 2d6 or a 3d6?
2d6.  Getting past the 10 diameter point is literately the difference between life and death.  Even a mis-jump can leave a ship stranded without fuel.
OK, after much online discussion and empirical testing it seems I may have a minority opinion on the use of DMs to determine death by Jumping too close to a world.  It was suggested, by a previous player in this game, that the range DMs used with firearm shots are not cumulative so why should the DM for Jumping within 10 diameters of a world.  (Not that it's likely to ever come up, right?).  In other words the roll to not blow up when Jumping from close orbit is 2d6+10.  A 16+ means TPK.  Therefor it is possible, just not likely, that the ship and crew could survive the experience.  Actually there is only a 1 in 6 chance of survival.  And then there is the Mis-Jump.  You would still need to roll snake-eyes to not Mis-Jump.  Bottom line is just don't do it.
How to be a bad pilot 101 jump close to a world