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Lansdren
post Jul 13 2010, 03:50 PM
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QUOTE (Karoline @ Jul 13 2010, 04:45 PM) *
How many times have you gotten a critical glitch period? In something that your character is actually good at? That you didn't then negate by spending edge?

It's funny how everyone is always so quick to bring up the 'critical glitch damages you' but forget that critical glitches almost never happen, and when they do, they can be canceled, and when they can't, you still have armor and body, so it sucks but isn't instantly deadly.




I would say a critical glitch is as likley as a critical success.

The law of averages takes everyone from behind roughly at some point.

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czarcasm
post Jul 13 2010, 03:53 PM
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The one bad thing that I could say about a monofilament whip focus is that, if your character is astrally projecting, the damage code is IIRC reduced to that of a regular whip, which isn't that impressive.
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StealthSigma
post Jul 13 2010, 03:53 PM
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QUOTE (Belvidere @ Jul 13 2010, 11:19 AM) *
This is probably true. But as almost all gamers will agree. The higher your modifier/dice pool the better off you are. I believe it has something to do with gamer paranoia. Just like almost all Shadowrun players I've met must have their dice sitting on 6's when they aren't in use. (IMG:style_emoticons/default/grinbig.gif)


That's because the material of the dice will flow with gravity! So by setting them 6s up causes the 1s to be weight increasing the odds of 6s being rolled and decreasing the odds of 1s!

I will be honest though.... I've considered using a monofilament whip on my character.... at 9 agility, a base dice pool of 8 isn't half bad.

Then again, I've joked with some of the players about getting my character a katana or monofilament sword to use, because there's something stupidly awesome about an opportunistic ranged combatant running about with a sword on him.

--

QUOTE (AStarshipforAnts @ Jul 13 2010, 11:24 AM) *
Gambling: A tax on people who can't do math.


That's why when I gamble I play poker against other players where you can start bring things other than odds into the game!
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Karoline
post Jul 13 2010, 03:56 PM
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I don't even remember what a critical success is.

That aside, the odds of a critical glitch are impossibly low once you get past about 6 dice. Sure, you might get one every... couple years or so, but that's about it.

On 6 dice the odds of getting the three 1s required is only 1 in 128, but then you also have to not get any hits, which means there is only somewhere around a 1 in 400 chance of getting a critical glitch on 6 dice, and the odds get longer from there. So yeah, even if my character was incompetent with the monofilament and only had 6 dice, I'd take 1 self hit in every 400 attacks for being able to use such an awesome weapon.
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AStarshipforAnts
post Jul 13 2010, 04:36 PM
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QUOTE (Karoline @ Jul 13 2010, 11:56 AM) *
1 self hit in every 400 attacks for being able to use such an awesome weapon.


And that's good enough for me.
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Draco18s
post Jul 13 2010, 05:00 PM
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QUOTE (Karoline @ Jul 13 2010, 10:56 AM) *
I don't even remember what a critical success is.


5 or more net hits.

QUOTE (Karoline @ Jul 13 2010, 10:56 AM) *
Sure, you might get one every... couple years or so, but that's about it.

QUOTE (Lansdren @ Jul 13 2010, 10:50 AM) *
The law of averages takes everyone from behind roughly at some point.


From many, many years of playing That Other Game I never once rolled a critical hit on anything that mattered (I rolled two during a 26 month campaign: one on an undead and one on a mook that died even before damage was doubled; these being the only two critical hits ever made; though I had as single critical threat in the same campaign that didn't confirm).

I have, likewise, never* rolled a critical miss. I have rolled 1s on Initiative, Saving Throws, Skill/Attribute checks, and such (even some 20s in there too) but never on an attack roll.*

For this reason I have never acquired any weapon that did something special on crits.

*This is likely a slight exaggeration; I'm sure I have rolled 1s on attack rolls, but at a significantly lower rate than one would expect. Most, however, would have been minor in their effect resulting in little more than a standard miss.
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StealthSigma
post Jul 13 2010, 05:01 PM
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QUOTE (Karoline @ Jul 13 2010, 11:56 AM) *
I don't even remember what a critical success is.

That aside, the odds of a critical glitch are impossibly low once you get past about 6 dice. Sure, you might get one every... couple years or so, but that's about it.

On 6 dice the odds of getting the three 1s required is only 1 in 128, but then you also have to not get any hits, which means there is only somewhere around a 1 in 400 chance of getting a critical glitch on 6 dice, and the odds get longer from there. So yeah, even if my character was incompetent with the monofilament and only had 6 dice, I'd take 1 self hit in every 400 attacks for being able to use such an awesome weapon.


A critical success is 4+ net hits on the test.
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Stahlseele
post Jul 13 2010, 05:05 PM
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*Troll rolls obscene ammounts of dice on body roll to stage down 2D damage*
*GM looks on in astonishment* "That's a LOT of ones . . "
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Draco18s
post Jul 13 2010, 05:08 PM
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QUOTE (Stahlseele @ Jul 13 2010, 12:05 PM) *
*Troll rolls obscene ammounts of dice on body roll to stage down 2D damage*
*GM looks on in astonishment* "That's a LOT of ones . . "


Mage rolls 26 dice to cast fireball (SR3).

My. That's a lot of 1s and not a single success.

</C.L.U.E.>
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Doc Chase
post Jul 13 2010, 05:10 PM
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QUOTE (Draco18s @ Jul 13 2010, 05:08 PM) *
Mage rolls 26 dice to cast fireball (SR3).

My. That's a lot of 1s and not a single success.

</C.L.U.E.>


I actually saw that happen. Critical glitch on a drain resist for a Fireball. Set himself on fire like a Tibetan protestor.
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StealthSigma
post Jul 13 2010, 05:11 PM
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Here's my bigger disappointment about monofilament whips. You can't take a specialization for them, so you'll always be down 2 dice that you could get on other weapons.
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Dumori
post Jul 13 2010, 05:26 PM
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QUOTE (Draco18s @ Jul 13 2010, 04:24 PM) *
Welcome to statistics. After taking this course you'll understand why you've never gotten a full house or royal flush in poker and why you keep losing money in the slots.

I have to say I don't play slots but I've had at least 3 royal flushes, at least 1 off the flop, and umpteen full houses.
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Dumori
post Jul 13 2010, 05:29 PM
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You can in my game (IMG:style_emoticons/default/nyahnyah.gif) I bunched a few of the monofilerment weapons in to a group just like lasers work. So you get 3 skills for one and can get that +2
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Wasabi
post Jul 13 2010, 05:45 PM
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QUOTE (Lansdren @ Jul 13 2010, 09:19 AM) *
A critical glitch

Best use for a F1 spirit and the Guard power ever.

And yeah, enchanted before implanted.
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Wasabi
post Jul 13 2010, 05:45 PM
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QUOTE (StealthSigma @ Jul 13 2010, 12:11 PM) *
Here's my bigger disappointment about monofilament whips. You can't take a specialization for them, so you'll always be down 2 dice that you could get on other weapons.


In SR4A by RAW you can make your own specializations.
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Laodicea
post Jul 13 2010, 05:48 PM
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QUOTE (Dumori @ Jul 13 2010, 11:26 AM) *
I have to say I don't play slots but I've had at least 3 royal flushes, at least 1 off the flop, and umpteen full houses.



This man has a lot of Edge.
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StealthSigma
post Jul 13 2010, 05:51 PM
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QUOTE (Wasabi @ Jul 13 2010, 01:45 PM) *
In SR4A by RAW you can make your own specializations.


Except that by RAW, the use of specializations with Exotic weapon skills do not make sense. The specialization is typically a group of similar weapons or in the case of melee weapons defensive skills. Exotic weapon skills are taken for a specific weapon, so you can't really give it a specialization for a weapon group. So the question becomes, what kind of specializations can you make up for use with a monofilament whip?
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Belvidere
post Jul 13 2010, 05:56 PM
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QUOTE (StealthSigma @ Jul 13 2010, 01:51 PM) *
Except that by RAW, the use of specializations with Exotic weapon skills do not make sense. The specialization is typically a group of similar weapons or in the case of melee weapons defensive skills. Exotic weapon skills are taken for a specific weapon, so you can't really give it a specialization for a weapon group. So the question becomes, what kind of specializations can you make up for use with a monofilament whip?


Called shots, Parry (Silly... but RAW)
Those are just the two off of the top of my head. I don't think you should be able to spec in exotic weapons... they're exotic. Training to use them is hard enough
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StealthSigma
post Jul 13 2010, 06:01 PM
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QUOTE (Belvidere @ Jul 13 2010, 01:56 PM) *
Called shots, Parry (Silly... but RAW)
Those are just the two off of the top of my head. I don't think you should be able to spec in exotic weapons... they're exotic. Training to use them is hard enough


Disarm? (IMG:style_emoticons/default/grinbig.gif)
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Laodicea
post Jul 13 2010, 06:03 PM
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People keep saying that defending/parrying/blocking with a monowhip is ridiculous conceptually. I just want to point out that sometimes defending yourself doesnt involve a direct block or parry of an enemies weapon. Sometimes it involves moving your weapon in a way that creates a threat to the enemies body should they pursue the attack. Recognizing this threat, the enemy backs off, and you've succeeded in your defense.
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Garou
post Jul 13 2010, 06:24 PM
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Well, for a weapon that is known to sometimes bites you back, the less you whip the thing around you better.

and about the MW as foci, shouldn't foci base thelesma be virgin, technologically unspoiled materials, and generally crafted by the mage himself if possible? just asking.
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Stahlseele
post Jul 13 2010, 06:29 PM
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No, it just gets harder to enchant, if you don't adhere to these conservative ideas . .
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Lanlaorn
post Jul 13 2010, 06:29 PM
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No, it's just easier to enchant if it is. For mundane thelesma the rules specifically mention commlinks as an example. Anyway Monofilament whips aren't even that high tech. Making the monofilament wire is, but once you have it then what, a little motor and casing that can spool it safely?
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Draco18s
post Jul 13 2010, 06:47 PM
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QUOTE (Lanlaorn @ Jul 13 2010, 01:29 PM) *
No, it's just easier to enchant if it is. For mundane thelesma the rules specifically mention commlinks as an example. Anyway Monofilament whips aren't even that high tech. Making the monofilament wire is, but once you have it then what, a little motor and casing that can spool it safely?


Well, the wire itself is not a naturally occurring material, but instead fabricated in a highly industrialized location (can you say "background count"?) which makes it a "high tech material."
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Stahlseele
post Jul 13 2010, 06:49 PM
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technically, a monowhip can be made from anything that you can get into 1 molecule thin sdtrands and strong enough
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