Cheeky b@#$@$$!

There was a full page table in the Master Rulebook we were using, that gave all the instances to roll pilot checks. Moving was one of them. Depending on the speed/no. of hexes, the modifier went up to +4. Using default Inner Sphere Piloting Skill, that meant roll over an 8 on 2d6!(4+4=8)
We agreed pretty quickly just to do it for running and jumping!
If you are moving in water, its a check for EVERY hex!!
