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Moomin
Here's my 2p:

Luck rolls in every game system I play go the same way. To clarify, in Shadowrun, I don't mean karma rolls or karma pool since I think that's more the character's experience or rerolling the character's bad rolls. By this I'm talking about things the character's couldn't have any effect over, for example:

GM: "Ok, you've broken into the guy's bathroom, what now?"
Player: "I look for his hairbrush, if there's any hair on it, I take it for a ritual sorcery test later."
GM: "AH, good idea, I hadn't thought of that. Maybe he clean's his hairbrush, or doesn't have one? Let's see, make a luck roll."

Then the player takes any dice (D4, D6, D8, D10, D12, D20) and rolls it, high = good luck for character, low = bad luck. If it's a critical thing and they roll an 11 on a D20 then I might say roll again for a more definitive result since everyone feels lame if their character dies over 1 number on a D20.

I think that using any of the character's stats (Essence, Karma, etc...) for a roll like this would be wrong as it has nothing to do with how good they are.
Yum Donuts
Ok, I have an answer and a divergence here

Ok, first how one of my old GMs did it, and it's a practice I've adopted is to occasionally roll 2d6. if it comes up doubles, something interesting happens. if it comes up double 6's, then it's something good. if it comes up two 1's, then it's something bad.

Example: Guy hits on hot girl at high class hotel bar. The charisma check determines how well she responds to him (and it turns out pretty good) I then come up with the possibilities, then roll 2d6 and look at the result. if it's doubles, she's a prostitute. if it's 6's, she's been prepaid to show someone the royal treatment, and she mistakenly thinks it's him (insert any plot device here you want, he could be mistaken for the extraction target, a dignitary's son, etc). if it's snake eyes, the prostitute's really a man.

this can lead to interresting situations such as
"so you lead her into your room, she's been holding your hand and giggling shyly at you the whole way. as soon as the door is closed, she runs her fingers through your hair and leans in to give you a deep kiss"
"Ok, I reach a hand around to grab her ass"
"as you hold her close, you feel something long and rigid pressing against you."
"Is it...?"
"Yep"
about a ten second pause, then he raises a fist and shouts
"I score anyway!!"
--------------------------------

Anyways, now for my diversion. there's a line from an anime I that I love,

Pilot "We're just gonna have to rely on my skills."
Navigator: "There's no skill here, it's a matter of luck!"
Pilot: "Luck is one of my skills. smile.gif"

I liked the idea of a character who was just naturally born lucky. kind of like a luck adept. Very few systems allow you to make such a character though, and I was wondering how people would suggest making one in shadowrun.

One idea I had of a downside to balance the upsides is that the karma costs for buying skills or anything are much higher. the reason is simple: if you're that lucky, you don't learn things, you don't even really pay attention, you just trust they'll work out for themselves.

Another possibility would be to modify existing edges/flaws for instance "sense of direction" you don't really know which way you're going, but if you guess randomly, you're right more often than not. Anything like college education that reduces defaulting penalties would be another example.

Just digging for thoughts.
Arethusa
See, this just keeps showing that the GM and the player can have vastly different views on what is lucky. What one GM views as fortunate (car full of goodies) is a nightmare for someone with foresight (car full of You'll Never Take Me Alive, Coppers signs). In this case, what if the character was just interested in getting to know this girl and walks away when he or she finds she is a prostitute? Better to just let the GM take control of the story and roll luck on whims without worry for mechanics.

As for a luck adept, that seems much more Fallout-esque than Shadowrun.
Yum Donuts
It was the 15 year old little brother of one of my normal gaming group members. believe me when I say, his interrest in picking up a girl was overtly stated.
Xirces
QUOTE (Yum Donuts)
Ok, I have an answer and a divergence here

Anyways, now for my diversion. there's a line from an anime I that I love,

Pilot "We're just gonna have to rely on my skills."
Navigator: "There's no skill here, it's a matter of luck!"
Pilot: "Luck is one of my skills. smile.gif"


I was wracking my brain for the source of that. Took me absolutely ages to remember smile.gif

As to the rest of the post. I remember being 15 smile.gif
IcyCool
QUOTE (Mardegun)
Then again whenever I play with people not use to a d6 system, they always want something special to happen if they roll a lot of 6s in a row.  Admittedly it is kind of exciting when you roll 6 after 6 .... I wish there were a way to use that, both for good and bad luck ... anyone still following my chain of thought?


Mardegun, why the obsession with random luck rolling? The karma pool works quite well for this. As I assume you are the GM, why not just make the call based on your judgement, or what would be best for the story. Sometimes, if you just can't make up your mind, have the player/s roll dice in some manner to decide.

As for having something special happen when a player repeatedly rolls 6 after 6 on a single die, we used the following system, which works reasonably well:

Beginning with Target number 3, every tripling of the target number rolled on a dice adds another success. So if Bob rolls 3 dice against a target number of three and gets, 1, 5, 6, re-rolls the 6 and gets a 4 for 10 total, then Bob got 3 successes (the 5, the 6, and as the re-rolled die total came to 10 (9 being a triple of 3), one more). If bob had rolled a 6 on the re-roll and then a 2 (for a total of 14), he would have had an additional success. If that's confusing let me know.
Mardegun
obsession? What are you talking about? I am just asking people to either
A. Think outside the box
or
B. Encourage people to share they ideas or in-house systems.

In regards to your statements.
QUOTE
The karma pool works quite well for this.

I find it amazing that people don't read the first post in a thread.
QUOTE
why not just make the call based on your judgment,

Who says I am looking for a rule make up my mind? I was merely asking people what systems they use and see if any of them jive with me. It really isn't a big deal.
QUOTE
what would be best for the story

lol, again you (not just you) are missing the point. I am not referring to things important to the story. That part is easy, I am referring to truly random things. I am really don't have the energy to describe what I am taking about any more. I only hope that others have found useful info from this thread.
QUOTE
Sometimes, if you just can't make up your mind, have the player/s roll dice in some manner to decide.

Thanks for the advice. I don't mean to sound arrogant, but I have been gaming for almost 18 years and basic GMing is not a problem. It isn't hard to think of some rule/guild line out of thin air, the real challenge is working within a pre-existing system.
This is the reason why I am asking people to discuss a system that best emulate the current SR canon.
Moon-Hawk
You're not going to find anything about SR cannon related to what you're calling "luck" SR is a game about skill, not luck. The only time SR touches on luck is karma pool, which has been addressed.
There are so many places this luck rule would overlap with canon it would make problems. Is it a luck roll to see if your fixer has a new shipment of APDS rounds? Then what happened to that etiquette skill? Personally, I wouldn't want to have to arbitrate what situation calls for a luck roll and what ones don't.
If the players want to know if there's a hairbrush then decide if there's a fragging hairbrush. Handling the minutia is what the GM is for. If they could get the whole adventure from a module, and decide every little idea with a luck roll, then they don't need a GM.
If you really, really, need luck, roll karma. If the karma test is good, there's a hairbrush, if the karma test is bad, there isn't. "Karma is your fucking luck."
There is nothing irrelevant to the story. If some little random thing is going to change how the story plays out, that it is extremely relevant, no matter how trivial it would seem at the time.
Finally, before you go telling everyone who's tried to give you thoughtful replies that they're missing the point, consider these two possibilities:
You're missing the point.
Everyone is missing the point but you.

Sorry if I sound cranky, but I get really annoyed when people go on a forum to ask opinions and get all cranky when they don't hear what they wanted.
Arethusa
Honestly, the problem you're running into is that SR is not a system designed for random generation of minutia. The system and the general culture surrounding the game are ones that promote detailed storytelling on behalf of the GM. That's why you're not seeing a hell of a lot of support in that regard, and why mechanics for when a GM really does want to come up with something random boil down a simple coin toss with rules made up on the spot.
Moon-Hawk
Yeah, Arethusa said what I meant, only nicer.
Pretend mine was nice, like that. I didn't mean to be an jerk, I'm just abrasive that way.
Mardegun
lol wink.gif

[edit] Let me apologize ...

I don't mean to disrespect anyone who are sharing their honest opinions. I was frustrate at my inability to explain what I was asking. On the other hand I was also frustrate with people suggesting things that have already been addressed.[/edit]
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