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My preferences for D&D are odd
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<blockquote data-quote="Ariosto" data-source="post: 5416422" data-attributes="member: 80487"><p>Because they are dead fast and easy relative to having to calculate everything from scratch.</p><p></p><p>If you prefer to spend your time doing arithmetic, then there's not a single thing to stop you. You can just ignore those couple of pages after getting your "DCs" and "plus factors"!</p><p></p><p>Or just not use, unless you have a need for rules for building spacecraft.</p><p></p><p>The trade and commerce rules are three (digest-sized) pages in Book 2. They are like this:</p><p></p><p>There are 36 trade goods. The referee rolls 2d6 for 11-66, with modifiers to the first digit based on planetary population ratings. "This throw indicates that a search by the characters has determined that this type of trade good is the best item available. A throw may be made once per week."</p><p></p><p><strong>31 Petrochemicals</strong></p><p>Base Price: 10,000</p><p>Purchase Dice Modifiers: Non-Agricultural -4, Industrial +1, Non-Industrial -5</p><p>Resale Dice Modifiers: Non-Agricultural -4, Industrial +3, Non-Industrial -5</p><p>Quantity: 1d6 (interstellar shipping tons of volume in this case)</p><p>(Purchasing just part of the lot entails a 1% handling fee.)</p><p></p><p>Bribery and Administration skills may be used as Dice Modifiers (DMs).</p><p>There are also Brokers who can give +1 to +4 in return for 5% to 20% commission.</p><p></p><p>Roll 2d6 and add DMs, maximum modified range 2-15.</p><p>For results 4-10, Percentage Value is (result x 10%) +30%. 2-3 = 40-50%. 11-15 range from 150% to 400%.</p><p></p><p>Do that once to find the multiplier of Base Price to get Purchase Price, and again to find Resale Price.</p></blockquote><p></p>
[QUOTE="Ariosto, post: 5416422, member: 80487"] Because they are dead fast and easy relative to having to calculate everything from scratch. If you prefer to spend your time doing arithmetic, then there's not a single thing to stop you. You can just ignore those couple of pages after getting your "DCs" and "plus factors"! Or just not use, unless you have a need for rules for building spacecraft. The trade and commerce rules are three (digest-sized) pages in Book 2. They are like this: There are 36 trade goods. The referee rolls 2d6 for 11-66, with modifiers to the first digit based on planetary population ratings. "This throw indicates that a search by the characters has determined that this type of trade good is the best item available. A throw may be made once per week." [B]31 Petrochemicals[/B] Base Price: 10,000 Purchase Dice Modifiers: Non-Agricultural -4, Industrial +1, Non-Industrial -5 Resale Dice Modifiers: Non-Agricultural -4, Industrial +3, Non-Industrial -5 Quantity: 1d6 (interstellar shipping tons of volume in this case) (Purchasing just part of the lot entails a 1% handling fee.) Bribery and Administration skills may be used as Dice Modifiers (DMs). There are also Brokers who can give +1 to +4 in return for 5% to 20% commission. Roll 2d6 and add DMs, maximum modified range 2-15. For results 4-10, Percentage Value is (result x 10%) +30%. 2-3 = 40-50%. 11-15 range from 150% to 400%. Do that once to find the multiplier of Base Price to get Purchase Price, and again to find Resale Price. [/QUOTE]
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