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> Best roll you ever made?, What's the best roll you ever made?
CoalHeart
post Jan 6 2005, 04:49 PM
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Stealth's open test sets the base TN for the following Perception test. You then modify that Stealth's open test result by various perception modifiers. Ex Ruthenium, cover, darkness, and so on.

The person makes their perception test against that final TN. One success doesn't defeat a stealth test. It gives an indication that 'Something is there' And it would probably be a good moment to investigate further. Meaning they'll walk over with a flashlight, and point it in that area. Not directly on the person, but in their general area.

This allows another perception test, sans some modifiers on the TN, Ex no more darkness, no more cover, no more distraction. He can also spend some time and keep looking, allowing for multiple tests.

Each of those subsequent tests and any successes adds onto the previous ones.

So the looker goes from "I think something is there" to "I think something is there, it might be a person" To "I know something is there, and it is a person I'm sure of it. Looks like a male shape, rather tall" To "Holy crap it's some guy with a gun wearing a black ninja suit. I need to run!"

Meanwhile the stealth Ninja could be still working on sneaking away, moving quickly or slowly, or staying perfectly still. At this point the GM might call for a new Stealth roll to see how well he hides from this One guy looking right in his area.
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CoalHeart
post Jan 6 2005, 04:53 PM
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P.S.

This isn't D20 or D&D where one guy rolls his 1d20+5 move silently, and the other rolls his 1d20+6 spot and if the second guy manages to beat his number by just one, or equal it, he sees him perfectly.
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Fortune
post Jan 6 2005, 04:55 PM
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Thanks for the sarcastic reminder of what game system we are discussing. I wouldn't have known otherwise. :please:
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CoalHeart
post Jan 6 2005, 05:03 PM
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Oh come on, I don't expect you to give up on a conversation after a little comment. It's called a ribbing, to keep things light hearted.

The whole idea that whoever rolls higher automatically wins is stupid. That's what D20 is about. In SR it's about degrees of success, how well you did something and how cool you looked while doing it, not if you did it or not. Or in the case of all 1s, how badly you did something and somehow survived to talk about it.
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Walknuki
post Jan 6 2005, 05:19 PM
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Okay, it wasn't Shadowrun, and it wasn't my roll; but, I was GMing that game and the roll stoped the game for a good 15 minutes.

The game was Exalted, and a bit on the system so the picture makes sense, anything that's 7+ on a ten sided die is a success on a damage roll.

So I'm running basically a pickup game with a coupla guys, and one of them is the dice god. Getting only half his dice to come up successes on any given roll is a bad night for him.

So they're waylayed by some Kobold type creatures (not actually kobolds; but, the same idea). The players fight them off and give chase to their home village. The village shaman there summons up a HUGE earth elemental. 20 feet tall, crushingly powerful, da woiks. I gave the creature 15 Soak (An assload) and 13 health levels (Also an assload). I figured that the players could beat this thing but it would take a while.

Well Will, the dice god, steps up to one, unleashes the full extent of his power in a brilliant display of essence and hurls a powerful combo at the first monster (No he's not a munchkin (although the other guy is) Exalted is a very high powered game). He rolls and gets and insane number of successes to hit, taking his damage dice up to 30. Reducing that with soak he's left with 15 dice left.

I figure, okay that was powerful; but, he's drained now and didn't save for a defence. This thing should break him pretty easily. Then he rolled the dice...

http://members.lycos.co.uk/walknuki/15succsmall.gif

I was stupified. In one hit he managed to explode this thing in a shower of shrapnel and sparks. The village was so impressed that they gave up the Shaman and swore fealty to him. He basically roams around now with about 30 kobolds in tow, doing his bidding.
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U_Fester
post Jan 6 2005, 05:42 PM
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QUOTE (Raygun)
Rolled 67 on 3D6 for initiative in the first game of Shadowrun I ever played (or any RPG for that matter).

How in the heck do you get a 67 on 3D6 for Initiative?
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Jrayjoker
post Jan 6 2005, 06:03 PM
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Somone told him it was 247,998,585,104 : 1 odds?

Never tell me the odds!
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Thistledown
post Jan 6 2005, 06:28 PM
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Best our group did rolled was a 41, on a perception test. It was to see a certain photo in a bar.

For perception tests (only), we generally house rule that every multible of 4+mods on a test counts as a perception success. So in the above case, 10 successes (plus the other 3 dice, which I don't recall.)

We have a standing rule in our game. If anybody, anytime, rolls a 300, they win. Assend, get taken up to live with the gods, whatever.

We've also had a troll do a body check with 32 dice, target 4, and only get 3 successes.
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Kremlin KOA
post Jan 6 2005, 06:31 PM
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I have seen worse... one guy in a game being played just after shadowrun companion came out took Adrenaline surge... and got an INIT oof over 400... this was bacxk in second ed where you got a full move per action and your extra actions went first so he ran through the facility and grabed the prototype then got back to the guards the PCs had been abmushed by... put them all down with gel rounds and said to the team... "okay let's go."

the dice he rolled to initiave was then commandeered by the gm
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Jrayjoker
post Jan 6 2005, 06:41 PM
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OK, the odds of that happening based on an initiatve of 17 from reaction and non-natural dice plus 1D6 following the rule of 6 is approximately...




1 in 4x10^50

Wow, more than half a google. All things are possible, but 65(+/-) 6's in a row is phenomonally improbable.
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Shaudes29
post Jan 6 2005, 06:42 PM
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this roll is not SR but DnD.

Rolled 8 nat 20's in a row with a verpul sword. Makes me wish i had a lotery tiket at the time.
The Party was piking up the players pices for 3 days.

Barbarian wins initativ and atkks you :eek: 20
humm let me re role that :eek: 20
ok i dont whant to kill you off in the 1st round befor you even get a chance to do somthing
rerole :eek: 20
crud ok ill reroel one more time if its a 20 the fates have you dead
:eek: 20 well.. ill rerole 1 more time :eek: 20
ok your dead, your vearryy dead.

"humm wonder how many 20's ill role)

20
20
20
20
16

YEp with the verpel sword the barbarian tuernd you into confeti.

I felt so sorry for the player, but he was the one that insisted on seeing all my roles.

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Crimson Jack
post Jan 6 2005, 09:34 PM
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QUOTE (U_Fester)
QUOTE (Raygun @ Jan 6 2005, 01:17 AM)
Rolled 67 on 3D6 for initiative in the first game of Shadowrun I ever played (or any RPG for that matter).

How in the heck do you get a 67 on 3D6 for Initiative?

Adrenaline Surge is the only thing I can think of... :?
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Fortune
post Jan 6 2005, 10:29 PM
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The Adreneline Surge Edge is not compatable with any other initiative boosts. He might be able to do it on 1d6, but if he couldn't have both 3d6 and Adreneline Surge.
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Dissonance
post Jan 6 2005, 10:47 PM
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Well, once, I was doing a basic enforcement run with my low-powered polecat shaman and two other guys. I had used Physical Mask to guss myself up into looking like a Hellhound on crack (ah, the wonders of already having been phenotypically modded and having no real problems with acting like a pet for money), and had some ork muscle guy holding me.

We weren't getting anywhere with negotiation, so I tried an intimidation roll. Ork lets go of the chain and I act like even more of a freak.

Ended up getting about (after the mods from looking truly freakish) somewhere around 45.

I believe I made one of them actually shit his pants.
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Raygun
post Jan 6 2005, 10:47 PM
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QUOTE (U_Fester)
QUOTE (Raygun @ Jan 6 2005, 01:17 AM)
Rolled 67 on 3D6 for initiative in the first game of Shadowrun I ever played (or any RPG for that matter).

How in the heck do you get a 67 on 3D6 for Initiative?

You keep rolling sixes until you don't roll sixes any more. It happened 14 years ago this month, so we were playing First Edition where the Rule of Six applied to initiative tests.

Now that I think about it, I was playing the Elf street samurai out of the back of the SSC, so I really rolled 58 (+9 reaction). I don't remember exactly how it happened, except that I rolled all sixes first, then just kept chucking them out.
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Herald of Verjig...
post Jan 6 2005, 11:49 PM
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Shifter with adrenalin surge. Most get some initiative dice bonus in their natural form.
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Necro Tech
post Jan 7 2005, 12:09 AM
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Highest, I hit in the 30's fairly regularly on perception tests. Best roll ever was when I needed it. Fire fight from hell, half my team is down, enemy is a small unit with mage sporting armor, combat sense, increase atrrib Bod (I think) at night. I was playing the Troll monster with a PAC. Target was 6, I had 16 dice. First roll, 10 successes. One karma, pick up 4 more. My Sam learned the magic of 20mm dispell.
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draco aardvark
post Jan 7 2005, 12:11 AM
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A PC of mine rolled a 34 on etiquette to aquire explosives.
him: "So... you got any C4?"
guy: "how much you want?"

the sad thing was that he was buying it to kill another PC


edit: that's right, a 34, because 36 is a multiple of 6 >doh<
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Fortune
post Jan 7 2005, 12:12 AM
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Shifters are specifically mentioned as not being allowed to use Adreneline Surge (SRC pg. 18).
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Backgammon
post Jan 7 2005, 01:52 AM
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I had a Null value on a dice once. It fell and stood on the slightly rounded corner of the dice, so no value. It was pretty weird. We all stared t it for a while.
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Austere Emancipa...
post Jan 7 2005, 02:00 AM
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I'm one of those quirky GMs that gives extra successes when you roll well over the TN. My games are very success-happy, because you get an extra success for every 6 you roll above the TN.

The bad thing about this is that it does slightly upset game balance when it comes to unresisted rolls, like Drain Resistance. The good thing is that every once in a while a security guard will manage 13 successes on 6 dice (4 skill, 2 CP) with an AR burst and obliterate a PC.

As a GM, I roll a lot of dice (several thousand dice rolled per action-packed night of gaming), so 30+ scores are too common to keep track of. The only really phenomenal roll that has happened to our gaming group were the 13 1s in a row with a 4-sided die -- which is about equal to the chances of rolling over 60 in SR.
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Wardancer
post Jan 7 2005, 02:16 AM
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Heh, sure the perception I had wouldn't be that useful, but hell, I was proud of getting my first above 20 roll :)
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Morgannah
post Jan 7 2005, 02:25 AM
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The run was set in the Amazon and the lot of us were looking into rescuing four or five student archaeologists from a temple cave-in (I still don't know why they called us, but meh). Morganna (my character) had a very strong focus in history/ancient cultures at the time so I decided to see if she'd heard anything about the layout of the "typical Moche temple." A bit of a long shot, right?

Nope. I rolled a 35.

It would appear that Ms Morganna had written her Masters' Thesis on this very temple.... :grinbig:
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U_Fester
post Jan 7 2005, 04:48 PM
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QUOTE (Raygun)
You keep rolling sixes until you don't roll sixes any more. It happened 14 years ago this month, so we were playing First Edition where the Rule of Six applied to initiative tests.

You were able to use the Rule of Six on Initiative Tests in SR1?

WOW!!!!!!!!!! :eek:
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Fortune
post Jan 7 2005, 05:24 PM
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No, not really. It just wasn't explained well. The 'Rule of Six' applies to all Tests. Initiative is not, nor has it ever been, a Test. It is a Roll, and is specifically described as such.
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