r/OldSchoolShadowrun • u/Hyperion24601 • 18h ago
3rd edition movement rounding
My friends and I have been day 1 Shadowrun players and have long played a modified version of 2nd edition (we kept varied staging from 1e). All off to different colleges distracted us from ever getting into 3rd edition though I bought all the books. Now our kids are off to college and we want to get into 3rd edition. Toward that end I am building an exhaustive VTT to handle the avalanche of modifiers so we can "roleplay" efficiently with our time and not sweat over an abacus all night.
With this in mind I have some clarifying questions that I'd like to pose to my fellow sophisticates here who understand the old ways are the best ways. Here we go...
My understanding of the rules as written is, combat begins, everyone rolls initiative. It is "implied" that I then should take the highest roll and divide it by 10 and round up to determine how many passes will exist in the combat turn (? or round, my brain has too many games in it and passes and turns rather than turns and rounds hurts it) so a 31 rolled initiative will yield a 4 pass turn. You then divide the movement of each participant n the combat by the number of passes. Now my question. How do you round off the movement. The example they give was conveniently a Quickness 6, so walk 6 run 18, in a 3 pass turn, so each pass he'd walk 2 or if run was declared 6. What happens if it was quickness 5 or a 4 pass turn? What happens if the participant that set the passes (highest initiative) gets wounded mid-turn and his initiative steps down, does it trigger a recalculation? Or would he simply lose his turn in the last pass and default to the "move only" everyone else is in?

