Backgammon
Jan 7 2005, 06:12 PM
| QUOTE (Austere Emancipator) |
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. |
We do that too. Everytime you double your TN, it's an extra success. However, 1s block this special rule.
So, for example, if your TN is 4 and you roll 1,1,4,6,6,6
You already have 4 successes. But you might double your TN of 4 by rolling those 6s. However, having rolled two 1s, you only reroll one of the three 6s, and hopefully get at least 8.
Usually works well, except with like TN of 2 when you roll like a bizillion successes. Though the GM has the right not to allow that rule at any time. Usually followed by players looking at their roll and saying "Why not!!?"
Botch
Jan 7 2005, 06:14 PM
Combat Monster edge
Rule-of-6 on intiative dice, +1TN#
Can't remember location, but found in NSRCG
Critias
Jan 7 2005, 06:30 PM
Once, counting only my (open) Stealth test and camo suit, someone's TN to spot my character ended up being a 54 or so. We decided to let him ignore the darkness and fog, to be "nice."
And, no. He didn't spot me.
Shortly afterward came one of my other greatest rolls ever, where (without using combat pool), I fired a single 6L anti-vehicular shot and knocked a Hughes Stallion helicopter (and the sniper riding inside it, more importantly) out of the air.
It was a dramatic entrance, at the very least.
Fortune
Jan 7 2005, 06:33 PM
| QUOTE (Botch) |
Combat Monster edge
Rule-of-6 on intiative dice, +1TN#
Can't remember location, but found in NSRCG |
That'd be the Adreneline Surge Edge. Nothing to do with the Combat Monster Flaw.
Zolhex
Jan 7 2005, 07:06 PM
Ok don't remember the exact rolls but this was the situation:
Human adept (me) in a building with bulletproof doors target was in a armored car with bulletproof windows.
Weapon ranger x ranger x arrows.
Skill (2nd mind you) was what ranged weapons/bows/ranger x for 8 dice plus 4 from adept ability.
Task shoot through the building doors shoot through the car window kill bad guy.
Target number 24 (going through 2 panes of bulletproof glass)
The roll 87
The decision by the gm was this:
You shoot through the building glass your angle was off so you end up going through the armor plateing on the car kill bad guy exit out car window you have no Idea where your arrow has gone it is no where in sight. (I was always picking up my arrows when done with an encounter if possible saves money)
After that the best rolls I have made have been in the 20's
Raygun
Jan 7 2005, 08:19 PM
| QUOTE (Fortune) |
| 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. |
Uh, not in my book. Not including initiative as a "test" by name is simply your interpretation of how it should work. There's nothing in SR1 that specifically states that inititative is not a "test" but is something separate from it called a "roll". Any dice roll is a test. In SR1, the Rule of Six applied to everything. It is explained fairly clearly.
| QUOTE (SR1.21) |
Rule Of Six For every 6 a player rolls, he rolls that die again and adds the result to 6. The Rule of One does not apply to these secondary rolls. A second result of six adds to the first to become 12, plus the result of the third roll. Thus, a player who rolls three sixes in a row and then rolls a 4 has a result of 22. |
There is absolutely nothing regarding initiative (SR1.62) that states that the Rule of Six should not apply to it in the same way it applies to every other dice roll in SR1.
That said, there's a reason they changed that and I do think it was a good thing that they did.
Fortune
Jan 7 2005, 08:46 PM
I haven't got a copy of SR1 anymore, so can't argue the point effectively.
All I can say is that this came up at a Convention I attended in '90, where it was specifically pointed out by someone on the FASA staff (don't recall who though, which doesn't help my case

) that not all dice rolls are
Tests. Only those rolls that are specifically designated as
Tests were subject to the Rule of Six (and Rule of One). Initiative was one such roll, and other examples were the roll for Starting Cash, the roll for Magic Loss, and one or two others.
To be considered a
Test, the roll would have to be a Success Test, Open Test, or Opposed Test (I don't recall if they had the Success Contests (or even Open Tests for that matter) in SR1, but if they did those qualified as well). If the roll in question was not one of these, then the Rule of Six (or One) did not apply. The only thing they changed was to make it clearer in later editions.
As I said though, this is merely heresay now (and moot to boot), as I don't have the appropriate books, nor can I prove my claim about the Convention.
fistandantilus4.0
Jan 7 2005, 09:13 PM
I've got a few. First one, a little elf shaman by the name of Will E Coyote. For some reason, he was a big fan of the sniper rifle as opposed to spells. it was just "his thing".
Anways, their mission was to rescue this corp exec type that had been kidnapped by another runner team so that he couldn't make it to an ultra-important meeting.
long stor short, they track them down to some place in the barrens, and after a LONG fire fight (and losing one heir team to an HMG), it comes down to two of the runners, and one of the opposition.
The last man standing was a dwarf in heavy armor. He decided it would be a good idea to take up position behind the 'hostage' and put a gun to his head, making him a damn hard target.
Now the Shaman COULD have just tagged him w/ a manabolt (no idea why he didn't), but he decided his rifle was a better idea. Problem is, he doesn't have it together, it's in it's case w/ him (es, he went through the whole fight w/ the case in his of hand).
He decides he wants to put it together and take a shot. Now this rifle (the Walther I believe) requires 3 rounds to put together.But little things like 'rules' don't daunt him. He asks for a traget number. now (somewhere) in the main book (or some book) it says "don't say no, apply a target number". So I did, I told him 40. Sounded pretty impossible to me. So he rolls his rifle b/r (seemed appropriate), got a 44.
He shot out one of the chair legs, then dropped the dwaf as his hostage fell over.
Slick.
Raygun
Jan 7 2005, 10:59 PM
| QUOTE (Fortune) |
I haven't got a copy of SR1 anymore, so can't argue the point effectively.
All I can say is that this came up at a Convention I attended in '90, where it was specifically pointed out by someone on the FASA staff (don't recall who though, which doesn't help my case ) that not all dice rolls are Tests. Only those rolls that are specifically designated as Tests were subject to the Rule of Six (and Rule of One). Initiative was one such roll, and other examples were the roll for Starting Cash, the roll for Magic Loss, and one or two others.
To be considered a Test, the roll would have to be a Success Test, Open Test, or Opposed Test (I don't recall if they had the Success Contests (or even Open Tests for that matter) in SR1, but if they did those qualified as well). If the roll in question was not one of these, then the Rule of Six (or One) did not apply. The only thing they changed was to make it clearer in later editions.
As I said though, this is merely heresay now (and moot to boot), as I don't have the appropriate books, nor can I prove my claim about the Convention. |
I believe you. I certainly wouldn't put it past anyone to rationalize it that way. Keeps a few headaches from occuring. But as far as I'm concerned, that was never how we played it way back when, and as far as I'm aware there's nothing in the book to back it up.
Fortune
Jan 8 2005, 12:48 AM
Hell, that wasn't the way
anyone I knew (myself included) played it. It came as a complete shock to me when I first heard about it. It never even occured to me that Initiative should be treated any different than anything else. I was really glad when it was specifically spelled out later, as that one little hickup was the cause of more arguments than anything else in the game ... which is saying something with a rules-set like Shadowrun has.
Belle Anderson
Jan 9 2005, 06:00 AM
Best roll that happened to me...
Our Elven Rigger got his paws on a SOTA T-Bird...he claimed he got it from TirT (long story don't ask the rest of the team IC and OOC were every bit as boggled) so my char, a Combat Decker, decided to double check the TirT Grids and make SURE that the T-Bird wasn't recorded anywhere anymore.
I cannot remember the exact numbers but I think I can safely say I have never SEEN so many 6's in my life and I had reduced the GM to whimpers, as he informed me that I waltzed though a Red-10 Host got the info, and some other items and waltzed out without a trace.
To this day I am STILL shocked I pulled it off.
Panzergeist
Jan 12 2005, 04:59 PM
A teammate of mine once rolled a 39 on a stealth roll to hide a van. We made jokes about him hiding the van up in some tree branches. My character was walking back to the van and bumped into it without seeing it.
Magusinvictus
Jan 12 2005, 05:23 PM
Ahem…
The best roll I ever made was for a picnic one balmy summer’s day. Ham and cheese it was, with just a hint of mustard. MMMMM
DocMortand
Jan 12 2005, 08:22 PM
| QUOTE (Panzergeist) |
| A teammate of mine once rolled a 39 on a stealth roll to hide a van. We made jokes about him hiding the van up in some tree branches. My character was walking back to the van and bumped into it without seeing it. |
Musta had a S.E.P. field on it (from Hitchhiker's series).
Brings a new definition to the question "Dude, where's my car?"
Foreigner
Jan 12 2005, 08:36 PM
| QUOTE |
(Panzergeist)
My character was walking back to the van and bumped into it without seeing it |
DocMortand:
Indeed.
That reminds me of a scene in
STAR TREK IV: THE VOYAGE HOME (1986):
While trying to find then-Admiral Kirk, Dr. Gillian Taylor (Catherine Hicks) bumps into the cloaked Klingon Bird of Prey (which was stolen at the end of
STAR TREK III: THE SEARCH FOR SPOCK) that Kirk & Co. had left in a park on the outskirts of San Francisco. She arrives just in time to see Commander Sulu loading a large piece of Plexiglas onto the still-invisible ship with a cargo helicopter.
Seeing her on the viewscreen, Admiral Kirk decides to bring her aboard using the transporter. The amusing part was when she screamed bloody murder as she began to dematerialize-- only to reappear on the transporter pad a second later, still screaming.

--Foreigner
Striker
Jan 12 2005, 09:12 PM
Well, I have a few...
- 10 successes on a melee attack against TN 4. Took out a creature (an ED Horror) about five times my own size with a single hit.
- Managed three successes on an athletics test with a total TN of 13 (serious wound, medium stun, and what I was trying to do was a pretty crazy stunt in the first place).
- Rolled so many successes on a stunball that all targets took D physical.
If we're counting other games, there's my all-time best roll...not because the odds were so bad, simply for the badass factor.
The game was DSA, a german fantasy RPG. My character was a mercenary with a katana-like sword...he had few skills beyond mastery of his blade. A classic 'have sword - will travel' type.
We were on our way through an arid valley, when we were attacked by a lion. The lion leapt out at us from ambush...my character was the only one who noticed it before the attack and thus could act.
I fast-drew my sword...and decided to meet the lion's charge head on.
The GM demanded a will roll to see if I could really manage to play chicken with a lion.
I rolled a critical success.
Instead of just standing there and waiting for the lion's attack, my character jumped up to meet it in mid-air.
I was faster than the lion, so my attack came first. I rolled...critical chance. I rolled again...confirmed critical hit. I rolled damage...maximum.
The GM described the scene like something out of a ninja-themed anime. Two combatants meet in mid-air, weapons flash faster than the eye can follow, both combatants land. One of them looks confused for a bit...
and falls apart. The other cleans and sheathes his blade without even turning to look.
That was the single most badass stunt I've ever managed to pull off in that game

.
Aes
Jan 13 2005, 10:52 AM
Once upon a time in a run, we were a bunch of cybered-up runners, most of us with built-in cameras, orientation systems and gps unis. So we rigged up a computer to build us a crude battletac for my character to snipe through walls. Unbeknownst to us, the evil GM decided that on top of full cover and no visibiliy modifiers, the crude projections flickered too. So my characters target number went from 2 to 18 to hit people inside buildings.
During the run, the rest of the group (aaah... how I love sending everyone else into danger and collecting an equal share of the paycheck) ran into a really nasty physad that resisted all of their nastiest attacks. When my characters initiative finally came up, they had used up their combat pools, made a karma reroll and sustained 2 light wounds. She pops two shots (APDS ammo for wall penetration) and scores two successes for each (making for two 10D wounds).
So the über-ninja suddenly just drops in front of my astonished teammates while my character shouts "Hello ma'am! Candygram!" over the radio. So much for the GM trying to stop our jury-rigged battletac with insane difficulty adjustments.
CircuitBoyBlue
Jan 13 2005, 10:02 PM
My group also plays with a rule where if you double your target number, you get an extra success, though we limit it to only TN of 7 or higher.
While I was building my cyberdeck (we play with 2 ed rules), I had some pretty twisted target numbers. I think the response circuitry (level 3) had a TN of 17 and a base time of 5 years or something ridiculous like that. What's worse, I tried month after month at this thing, never getting a single success, though I was using ALL of my karma pool every time, and my character's been around the block more than a few times. It's really, REALLY frustrating to try something month after month and keep failing, especially when your groups timeline sticks as close to real time as ours. On something like the 7th try, I not only hit the 17, I also hit an 18, and a 51. 5 successes. Suck cheese, other characters taht got to go those 7 months without being deprived of their karma pool, and thus doing all the cool stuff.
Of course, everyone really wants to know about the action stuff, and the best I've pulled there is a 40 something on initiative. We use the rule of 6, there though, otherwise, my decker is no good at that sort of thing. I used it to good effect though, and the uber bad guys never see it coming when the DECKER kicks their ass.
Striker
Jan 13 2005, 10:13 PM
| QUOTE (CircuitBoyBlue) |
| and the uber bad guys never see it coming when the DECKER kicks their ass. |
They should. My favorite decker, the now-legendary Mr. Photon, liked to spread a little creative chaos around...a quick little dumbframe (lots of successes on coding, so it was done in about a minute) and a credit account hack (flawlessly executed) were all it took to start the Great Denver Pizza Delivery Riots of '56. Seventeen dead, countless injured. It was a pretty good diversion for our nice little low-profile run...
What I'm trying to say here is...
never underestimate the killing power of a good decker. They can fuck you up in oh-so-many ways...
Weredigo
Feb 12 2005, 11:49 AM
After a real embarrasing accident involving a motorcycle and a Jackrabbit, see "Negative Pressure Value" I put a single round from a Manhunter down the barrel of a mini Missile launcher from 80 yards out. Character had a: smartgunlink Lvl3, b:Internal Geosynk Orientation and Tactical computer, c: cybereyes with rangefinder, magnification/binocular, and finally d: lots of pent up frustration. Had to Roll Intellegence to aim, Quickness to get the first shot off, and finally Firearms just to make sure recoil didn't foul my aim. Target number for all three tests was 6 [ note: GM at the time wasn't using canon SR rules described in books, target numbers can be 1 - 6, you pick up as many dice as you have points in Attribute, or Skill, and roll them out, how many of those beat or greet the targ number is how many successes ] GM also warned me I needed at least 6 successes for each test. I rolled 6, 6, 8. So 80 yards away there's a real unhappy merc who's reaching for yet another really big gun when my buddy finally sneaks up behind him and well, since it was in the middle of heavy standstill traffic many witnesses got a good idea of how much blood spurs can spill.
shadow_scholar
Feb 14 2005, 07:07 PM
I rolled a 52 once on an intelligence test, 8 sixes and then a four. I don't remember exactly what it was for but I knew every damned thing about particular bit of tech (I was playing a decker/techie at the time). I rolled it on those cheapo "casino" dice you get in a 5 pack for a dollar and some change, you know, the white plastic dice with the black dots for the numbers. To this day I always use those dice more than any others for SR. Everyone else has their pretty multicolored swirl, or metal flake, or just uber-nifty dice while I pull out those basic cheapos. If I'm playing with someone new they'll usually ask why I choose those over the other pretty dice I've got, and one of my buds will usually say something along the lines of, "man, he's just dangerous with those cheap dice."
James McMurray
Feb 14 2005, 08:08 PM
While not the best die roll ever, I had a funny roll this week. One of the players made a physad that focused on whpis, looking to go the monofilament route. Since the availablity is over 8 you can't start with one. Instead he starts with a normal whip.
In a side conversation with some out of town fixers he mentions a monofilament whip. I laugh and grab some dice. Up comes one six. then another, then another. Only one more six to go, but I rolled a 1 instead.
Drain Brain
Feb 14 2005, 10:43 PM
| QUOTE (Aes @ Jan 13 2005, 11:52 AM) |
| Once upon a time in a run... |
Sorry Aes, no dig at you, but all I could think of after reading the first line there was someone starting a post with:
| QUOTE (The gorgeous Alison Hannigan @ American Pie...) |
| This one time, at band camp... |
Regardless, the most
uber and simultaneously most annoying roll I ever made was on damage resistance.
I was in combat and had to resist two shots. One measely 6L and a pretty nasty 14D from a shotgun on auto.
Had to do them in that order, too...
First up, we had just plain body, at 6. Taking off the 4 points of ballistic I had on, left me with six dice against 2TN. Managed something like 3,4,4,4,5,
32! - what a waste!
Second roll, needless to say, wasn't so hot - I KNOW my luck is like this, so I pumped 6 combat pool into it, and
still ended up with a serious wound.
That sucks ass...
DocMortand
Feb 15 2005, 06:39 AM
I think my group is resigned to me having luck with specific dice...in the last run we did, the sniper had shade, cover, added a stealth roll of 10...and I rolled two 18s in spot checks with three different NPCs. Oh, and a 32...that's my new best roll.
Oh yeah, the sniper got taken out, captured, and returned to the wild with a weeks worth of amnesia and 1 essence of Mysterious Cyberware...where's that thread that was going around?
Kagetenshi
Feb 15 2005, 06:46 AM
I currently top out at 35 on physical dice. The AIM dieroller has only gotten me up to 28 or so.
~J
Toshiaki
Feb 15 2005, 07:20 AM
| QUOTE (DocMortand) |
| Oh yeah, the sniper got taken out, captured, and returned to the wild with a weeks worth of amnesia and 1 essence of Mysterious Cyberware...where's that thread that was going around? |
I found it earlier today while looking for ideas for a player
Mysterious Cyberware
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