QUOTE (rob @ Sep 25 2009, 11:26 AM)

I had this discussion at the start of one of my games, and ended up getting in an argument with one of the players. Unpleasantness was had by all, and the rules are screwy enough that both of us could argue our point convincingly.
Here's the example he used:
= He had 50 kgs of precursor for rating 4 plastic explosive, purchased at the 10% price rather than the separate prices for explosives.
= He took 10 of those precursors through a chemistry shop, and made 100 kgs of rating 4 plastic explosive.
= He then took those 130 kgs of rating 4 plastic explosive and increased the rating to 100 kgs of rating 15 plastic explosive.
So, for those 10 precursor units (price 400 nuyen), he got 100 units of rating 15 plastic explosive (price 150,000 nuyen). Net profit, 149,600 nuyen. I, as GM, had (at this point) a cow.
I found an appropriate way to consolidate this is as follows (and I hope someone at catalyst will put in some of this as clarification):
1. The size of the tools determines the amount of doses you can make at one time. Basically, gives you a bigger bucket to make the stuff in and fancier stuff to make fancier stuff.
2. 1 unit of precursor = 1 unit of product. I don't care how fancy your shop is, if you have 5 lbs of saltpeter, 1 lb of sulfur and 1 lb of coal, you still can't make more than 7lbs of gunpowder no matter how hard you try or how good your mixers are.
3. One hit produces the number of doses given by the size of the toolkit. If you're mixing 1 dose in a little bucket or 10 doses in a big bucket, still takes the same amount of time.
4. Hits on top of that can increase the rating.
This set of guidelines is relatively easy to execute and limits some of the excesses of chemistry.
This still allows for some absurd profits - for instance, in the plastic explosive example, 400 nuyen in and 5000 nuyen in capital generate 14,600 nuyen profit. But even that changes the dynamic a bit. Plastic explosives is different, but if you take the example of wireless negating paint the example still holds (20 nuyen for 10 rating 1 precursor, generates 19,980 nuyen profit his way or 1980 nuyen my way.)
I also found that the "making explosives" table in Arsenal is a little screwy, since some of the precursors cost more than the finished product...
There are a couple of questions going on here. I agree that the chemistry kit seems a bit ambiguous, but... All extended tests are done the same, and all simple tests are done the same.
If the text says "Target of 8" this means that you have an extended test. Every hour (or whatever the interval might be) roll your pool subtracting one die from your pool on successive tests. If on your final roll you get 10 extra successes they mean nothing. In the case of the given example, the extended test will be all or nothing, and will produce 10 doses.
A simple test on the other hand takes an amount of time to perform, and will be accomplished in one single roll. A simple test might have a threshold, any hits over and above this threshold will improve success. So if you have a threshold of 2, in a simple test to create a drug, each additional success over the threshold will improve the quality of the drug by 1. So if the Heroin has a quality level, and you roll 4 more than the threshold, the 10 doses will be 4 levels of quality higher.
So basically you need to look for the clues in the rules telling you which type of test you are making. Once you figure out the test type, you can reread the rules to try making sense of the ambiguous text.