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Message no. 1
From: Mike Bobroff <Airwasp@***.COM>
Subject: About the range of multipliers for vehicles in R2
Date: Fri, 12 Jun 1998 09:54:20 EDT
BTW, my apologies for all of the mathspeak or sounding really technical, but
it was the best way I could describe these right now ...

In the R2 section dealing with making a new vehicle, or modifying or whatever
a vehicle in SR (pp. 114 R2) ... under the table dealing with Special Desing
Multipliers ... the book suggests rolling a d6 and letting that determine the
range in which the multiplier falls in ...

I have another way ... roll a d10, and taking the difference between the high
and low numbers and putting them into ten steps, the designer could figure out
the Special Design Multiplier. It does not make sense when you get to the
tenth step (as it won't be the high end of the range), so skip right to the
high end of the range.

So, for example, a Military Grade vehicle falls in the range of 3.0 to 5.0.
This means that the ten steps for going from 3.0 to 5.0 is 3.0 / 3.2 / 3.4 /
3.6 / 3.8 / 4.0 / 4.2 / 4.4 / 4.6 / 5.0.

-Mike
Message no. 2
From: "Ojaste,James [NCR]" <James.Ojaste@**.GC.CA>
Subject: Re: About the range of multipliers for vehicles in R2
Date: Fri, 12 Jun 1998 10:43:48 -0400
Mike Bobroff wrote:
>BTW, my apologies for all of the mathspeak or sounding really technical, but
>it was the best way I could describe these right now ...

Really technical? Compared to the actual vehicle design process, this
is childs play. ;-)

>In the R2 section dealing with making a new vehicle, or modifying or whatever
>a vehicle in SR (pp. 114 R2) ... under the table dealing with Special Desing
>Multipliers ... the book suggests rolling a d6 and letting that determine the
>range in which the multiplier falls in ...

I'd suggest having the GM make a decision as to how gross the vehicle
is - the more effective, the higher the markup. Easy, huh? :-)

>I have another way ... roll a d10, and taking the difference between the high
>and low numbers and putting them into ten steps, the designer could figure
>out
>the Special Design Multiplier. It does not make sense when you get to the
>tenth step (as it won't be the high end of the range), so skip right to the
>high end of the range.

This is the sort of thing that the world needs odd-sided dice for. A
single d11 would make this much easier. I've always wanted a d7 for
various things... It'd be a pain to make it fair, but that's what
CAD/CAM and physical modelling are for, isn't it? :-)

>So, for example, a Military Grade vehicle falls in the range of 3.0 to 5.0.
>This means that the ten steps for going from 3.0 to 5.0 is 3.0 / 3.2 / 3.4 /
>3.6 / 3.8 / 4.0 / 4.2 / 4.4 / 4.6 / 5.0.

Or you could divide 20 by 9 instead of by 10:
3.00, 3.22, 3.44, 3.66, 3.88, 4.10, 4.32, 4.54, 4.76, 4.98
(fudging as you like)

James Ojaste
Message no. 3
From: Mike Bobroff <Airwasp@***.COM>
Subject: Re: About the range of multipliers for vehicles in R2
Date: Fri, 12 Jun 1998 11:11:38 EDT
In a message dated 6/12/98 2:49:14 PM !!!First Boot!!!, James.Ojaste@**.GC.CA
writes:

> >So, for example, a Military Grade vehicle falls in the range of 3.0 to 5.0.
> >This means that the ten steps for going from 3.0 to 5.0 is 3.0 / 3.2 / 3.4
/
>
> >3.6 / 3.8 / 4.0 / 4.2 / 4.4 / 4.6 / 5.0.
>
> Or you could divide 20 by 9 instead of by 10:
> 3.00, 3.22, 3.44, 3.66, 3.88, 4.10, 4.32, 4.54, 4.76, 4.98
> (fudging as you like)

That would work also, James, though a 10 stepper is a little easier to figure
out.

-Mike
Message no. 4
From: Mike Bobroff <Airwasp@***.COM>
Subject: Re: About the range of multipliers for vehicles in R2
Date: Fri, 12 Jun 1998 11:12:35 EDT
In a message dated 6/12/98 2:49:14 PM !!!First Boot!!!, James.Ojaste@**.GC.CA
writes:

> >So, for example, a Military Grade vehicle falls in the range of 3.0 to 5.0.
> >This means that the ten steps for going from 3.0 to 5.0 is 3.0 / 3.2 / 3.4
/
>
> >3.6 / 3.8 / 4.0 / 4.2 / 4.4 / 4.6 / 5.0.
>
> Or you could divide 20 by 9 instead of by 10:
> 3.00, 3.22, 3.44, 3.66, 3.88, 4.10, 4.32, 4.54, 4.76, 4.98
> (fudging as you like)

Frag, I forgot this one ...

You could always use a d8 ... would make some of the figuring a bit easier to
do ...

Seeing as most of us probably played AD&D or some other game which might have
needed a d8 die ...

-Mike
Message no. 5
From: "Ojaste,James [NCR]" <James.Ojaste@**.GC.CA>
Subject: Re: About the range of multipliers for vehicles in R2
Date: Fri, 12 Jun 1998 12:17:41 -0400
Mike Bobroff wrote:
>> >So, for example, a Military Grade vehicle falls in the range of 3.0 to
>>5.0.
>> >This means that the ten steps for going from 3.0 to 5.0 is 3.0 / 3.2 /
>>3.4
>> >3.6 / 3.8 / 4.0 / 4.2 / 4.4 / 4.6 / 5.0.
>>
>> Or you could divide 20 by 9 instead of by 10:
>> 3.00, 3.22, 3.44, 3.66, 3.88, 4.10, 4.32, 4.54, 4.76, 4.98
>> (fudging as you like)
>
>Frag, I forgot this one ...
>
>You could always use a d8 ... would make some of the figuring a bit easier to
>do ...

How? Stepping by 0.25 instead of 0.2? Dividing by 7 instead of 9
(9 is *way* easier - 1/9 = 0.11...)

>Seeing as most of us probably played AD&D or some other game which might have
>needed a d8 die ...

Or you could roll d10 + coin (or high/low, even/odd, whatever) to get
a full range (minus one endpoint) at a 0.1 resolution, or d3 and d7
to get the full range. :-)

James Ojaste
Message no. 6
From: K is the Symbol <Ereskanti@***.COM>
Subject: Re: About the range of multipliers for vehicles in R2
Date: Sat, 13 Jun 1998 12:47:59 EDT
In a message dated 6/12/98 8:55:56 AM US Eastern Standard Time,
Airwasp@***.COM writes:

> I have another way ... roll a d10, and taking the difference between the
high
> and low numbers and putting them into ten steps, the designer could figure
> out
> the Special Design Multiplier. It does not make sense when you get to the
> tenth step (as it won't be the high end of the range), so skip right to the
> high end of the range.
>
> So, for example, a Military Grade vehicle falls in the range of 3.0 to 5.0.
> This means that the ten steps for going from 3.0 to 5.0 is 3.0 / 3.2 / 3.4
/
> 3.6 / 3.8 / 4.0 / 4.2 / 4.4 / 4.6 / 5.0.
>
You know Mike, that is nice except for one thing. You could have done this
with a 2D6, and given yourself the benefit of the doubt. This would have
accomplished two things.

A) If it was 2D6 - 2, you would actually get a "3.0" on occasion (two one's).
You could then add the dice (no rerolling of the sixes here), and add up to a
clean 5.0, and have each decimal place accounted for. Oops, hold on. An
additional d6 (high/low) for determining if it's between 3.0 and 4.0 or 4.0
and 5.0.

B) You don't have to get anymore dice for the SR game...continuity don't ya
know ;P

-K

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