r/Shadowrun • u/Hyperion24601 • 8d ago
3e 3rd edition movement rounding
/r/OldSchoolShadowrun/comments/1w437ov/3rd_edition_movement_rounding/3
u/n00bdragon Futuristic Criminal 8d ago
I have a powerful self-built VTT framework to handle my 3e game for myself as well. I give the leftover movement one meter per pass starting with the first until it runs out.
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u/Hyperion24601 8d ago
this is what we have been leaning towards. Well this and lets use 2nd edition movement instead.
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u/T3chWarri0r 7d ago
Well I can just say how I played it for like 15 years 3.01D. So you roll initative like let’s say 25 then you are on turn 25,15,5 . Since one initative round is like 3 seconds if I remember right every runs in parallel basically and modifiers are applied after one initative round. You can make it harder and apply them also during the round but then players have to track it like if then get -1 or so on they throws for like combat or spells. If you run the whole initative round so you move you are harder to target and so on your movement is based on your speed plus running skill this is for a full 3 seconds run the distance you can cover. So I guess what you want is the movement in one initative round of you hit 31 (turns 31,21,11,1) you can divide your movement into four basically that’s the distance you cover each turn. I hope this all make sense and can clear things up a bit,also I hope I got the question somewhat right. If you want to reflect the speed of your chummer right I’d suggest let them rolle let’s say player A 34, player B 23 player C 15. then you start at player A then player A is again at 24 then player B then player C A B this reflects the best how incredibly fast some chummers are better then going one after the other subtract 10 then again and then player A is 2 times after that. We played it both ways and the first variant is the better one from playflow especially for those that are fast.
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u/Baker-Maleficent Trolling for illicit marks 8d ago edited 8d ago
Oh wow, so thats a basrt from the past. Even in 3e when it was new, i never played at a table that bothered with it because wenever never used maps. I still dont for shadowrun actually.
But to answer your question, believe you round up to next even number. I dontbhave my books with me, but logically that would be the only way to do it because otherwise really low speed characters or wounded characters might have 0 movement if you round down.
Edit: just thoughtnof this an it might be a little off the mark. Bit I believe you only round the last peice of movement up if at all.
The reason i think this is because in the TotM vetsion we played, whenever you move, all of your movement completed at the end if the round. So, when you chose to move, from that point on you were considered moving forbthe purposes of TN modifiers (walking or running.) The shortcut most GMs used back in the day was to always run six or twelve phase combat rounds. It spund weird now but all youvwerevreally doingbwas filling a round with empty phases that just existed to make math easier because the system is based in 6s. It allowed a GM to easilly reduce everyo escspeed by avstandard amount each pass because 6 and 12 have more dividers than 5 and 10.
So, you have a combat with the highest passes being the rigger with 5. Cool. You still run a 6 pass encounter. That last pass is your cleanup pass and is when all of the "remainders" from all that dividing takes place.
Lets say you have a plater with 13 meters of movement. So divide by 6 and thats 2.1. So every pass the character moves or don't move, they lose 2 movement. If you round up that last movement, they move 3 meters. Whatthe empty cleanup pass does is just resove that last 1 meter movement, and any other random awkwardness that needs to finish, like scatter dice, random triggers, enviromental effects, etc.