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Wizard
While analysing the hit and glitch probabilities a thought popped into my head based on one of the ideas from 'Tweaking the Rules' on page 59.

In the standard rules if you have a dice pool of 2 it's impossible to get 3 hits unless you spend edge. Also you don't get to try at all if your dice pool is reduced to 0. Well the following rule gets around that:


For all tests replace one of the dice in the dice pool with a Chaos Dice, a different coloured or otherwise distinguishable dice. The Rule of Six applies to the Chaos Dice even when no Edge is used, otherwise it acts as any other dice in the pool.

Also if the dice pool is reduced to 0 or less and Edge is not spent to make a Long Shot then roll the Chaos Dice. Critical Glitches occur on rolls of 1 or 2 and hits only occur on a roll of 6. As this is the Chaos Dice the Rule of Six applies and as such it is possible to achieve multiple hits even when the odds are against it.



I haven't had a chance to play tested it properly yet but thought I might get some useful feedback from others who have tried similar things.
fistandantilus4.0
The old Star Wars system had something similar: The Wild Die

You could reroll any six as many times as they came up, but if you came up with a 1, you would lose a dice. I'd say that in the case of SR4, you would drop one success on a 1. That might be fun. I remember liking the Wild die rule. Think I'll give that a try.
Darkness
QUOTE (Wizard)
For all tests replace one of the dice in the dice pool with a Chaos Dice, a different coloured or otherwise distinguishable dice. The Rule of Six applies to the Chaos Dice even when no Edge is used, otherwise it acts as any other dice in the pool.

Also if the dice pool is reduced to 0 or less and Edge is not spent to make a Long Shot then roll the Chaos Dice. Critical Glitches occur on rolls of 1 or 2 and hits only occur on a roll of 6. As this is the Chaos Dice the Rule of Six applies and as such it is possible to achieve multiple hits even when the odds are against it.

That sounds like the "Chance Die" from the nWOD-system. It functions roughly the same way (only there's the rule of 10, not 6 wink.gif ).
And as for the Chance Die, it works well in that system. And since the Chaos Die only acts as a "special" die in case that no edge is used, it should work also in SR4, without being "too strong".
Mr.Platinum
QUOTE (fistandantilus3.0)
The old Star Wars system had something similar: The Wild Die

You could reroll any six as many times as they came up, but if you came up with a 1, you would lose a dice. I'd say that in the case of SR4, you would drop one success on a 1. That might be fun. I remember liking the Wild die rule. Think I'll give that a try.

I had this one die that for what ever reason was super wild, it would always give me an awsome roll in critical times.
fistandantilus4.0
yeah, mine was wild too. It always rolled off the table some place. Damn thing. Rolled good though! biggrin.gif
emo samurai
Or you can leak any dice regardless of edge.
Mr.Platinum
how about take a leak on the dice?
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