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Wardancer
It happens. Some freak luck comes along and you happen to roll some darn high numbers. You manage to pull off some supermetahuman feat. So what have YOU done?

(MIGHT BE OFFENSIVE)










In a game over AIM, me and another character were hired to kill a porn star. You read that right. Another porn star wants her dead, hires us to do it. So basically we were searching around, and we happen upon a dressing room full of nude girls, where my character rolled perception to see if one of them was the target.

OnlineHost: SergentDunn rolled 6 6-sided dice: 6 2 1 6 6 5
OnlineHost: SergentDunn rolled 3 6-sided dice: 6 4 5
OnlineHost: SergentDunn rolled 1 6-sided die: 6
OnlineHost: SergentDunn rolled 1 6-sided die: 6
OnlineHost: SergentDunn rolled 1 6-sided die: 6
OnlineHost: SergentDunn rolled 1 6-sided die: 5
SergentDunn: (Holy hell)
Solidcobra0: (Holy hell)
Solidcobra0: In a moment of perfect, total clarity, you see everything in the room perfectly, one of the girls is indeed the target.

If I added that right, I got a 44 on that roll. He let me figure out her languages based on my roll so I could tell my partner without her knowing to use Killing Hands, Delayed Damage, so it would look like an accident.
Herald of Verjigorm
Haven't yet tried to find such fun things, but that was 35. 44 couldn't happen with that last roll being a 5, you would need 7 sixes and a two to get a total of 44.

I did see a stealth 3 dwarf get an average around 17 during a few stealth tests while the 6+6 dice stealth adept averaged an 8 at the same times.
Cain
I have witnesses who'll testify that I once rolled all ones on twelve dice. I know it's not quite what you were looking for, but the odds of that are on par with rolling your 35.
paul_HArkonen
the greatest ones from my group were a mage rolling just over 30, I think it was 33, on an assensing test, and our team gunnbunny's roll of 25 for a pistol shot to the head, on an unaware target after 3 turns of aiming (TN of only 2).

completely wasted high rolls strike me as quite funny, especially since I'm GM at least some of the time.
mfb
this one requires some backstory. i may have rolled higher, on other occasions, but i've never rolled better.

me and the team i was with were in Wetar, an island-nation near Indonesia with a habit of slaughtering the Awakened. we'd arrived just in time to be caught up in a massive revolt of the Awakened against the ruling government--i'm talking cruise missile strikes, thousands of spirits and elementals, at least several hundred blood spirits (many of which had a base force of 8+), the works. the revolt coincided--accidentally or by design, we don't know--with the release of thousands of shedim. a reall hell-on-earth scenario, and we're running around with little/no armor and crappy AK-97 knockoffs.

we manage to swim to Liran, a nearby island. by this time, the Wetar mages have managed to gain the upper hand against the shedim, and are driving them into the sea. the nearest thing to swim to is--surprise!--Liran. we hold off the first fifty or so shedim in a ten-minute firefight that expended more ammo than i've ever seen shot off in one game.

at that point, we were low on ammo and other supplies, so we ran and let them have the beach. one of the stronger shedim--force 12, with 7 SE--led some of its weaker fellows in an ambush on us. we held them off surprisingly well, though two of our mages went down when they tried to banish the f12 as a delaying tactic--they held him in place long enough to mark him with an incendiary grenade for the combat drone that was coming in to help us get out. the combat drone blows the f12 to pieces, and my character runs up to make sure the job is finished.

i forgot about the shedim's fear power. you know, the one where it says "boo", and then you have to roll Will vs (spirit's F + SE) or freeze in place. i get within range, and the DM tells me i have to roll. we're tired, beat up, two of our mages are down; i'm the best combat-guy in the group. if i go down, the chances of the rest of the team drop like a rock.

"damn," says i. "that's not so happy." so i get out my 5 willpower dice and toss them down, preparing to blow all my karma to hit the TN.

the first roll was a 19.
Crimson Jack
There's one player in my group who busts a nut every time he rolls huge numbers. He freaks out, like the divine hand of god is controlling his dice. When he finally finishes with his roll, I tell him that the target number was 4 so that uber roll only counts as one success.
Shrapnel
I know it's not Shadowrun, but I have an interesting story nonetheless.

It was one of the few times I tried dabbling in D20... My first TWO rolls were both natural 20s!!! cool.gif

The first one was cool, my first attack, and I roll a natural 20... Then I do it again next turn... biggrin.gif

The entire group, all veteran D20 players, just stopped and stared for a while... eek.gif
RedmondLarry
Best roll I ever did? Resisting 4-kilos of C12 that blew up too close. Had to resist 17D after benefits of armor and the tree.

Rolled four 17s using 27 Karma Pool (6 for 3 extra dice, 21 for 6 rerolls).
Mercer
I used to write down my highest rolls down next to the stat. I got a 42 one time on a perception test. I have no idea what it was for, but I had the number written down for some time.

The 2nd best botch I've seen was one on five dice-- it was someone who surprised me and was shooting me before I could react. His gun blew up and he took some damage, and then I shot him.

The best botch I've seen was on six dice-- the Phys Ad was using Empathetic Sense to detect the emotions of the new guy in the group. He got a crystal clear message of "Kill the Phys Ad, kill the Phys Ad, kill the Phys Ad." (That was kind of an old joke from an old D&D game where a mage found a cursed ring of telepathy which made him think anyone who's mind he read was plotting against him.)

Good times.

Arethusa
QUOTE (Shrapnel @ Jan 5 2005, 10:16 PM)
The entire group, all veteran D20 players, just stopped and stared for a while... eek.gif

Why, those odds were astronomical! They must have been... one in four hundred!
Kanada Ten
QUOTE (Arethusa)
QUOTE (Shrapnel @ Jan 5 2005, 10:16 PM)
The entire group, all veteran D20 players, just stopped and stared for a while...

Why, those odds were astronomical! They must have been... one in four hundred!

But still a great "demonstration" of Beginner's Luck. Ah, how myths do propagate.
Trax
What really sucks is rolling a bunch of natural 20's, and then botching the damage with a 1.
Raygun
Rolled 67 on 3D6 for initiative in the first game of Shadowrun I ever played (or any RPG for that matter).
Voran
QUOTE (Trax)
What really sucks is rolling a bunch of natural 20's, and then botching the damage with a 1.

Amen.
DocMortand
For some reason, every time I roll the dice against my players (I'm the GM) I roll well. But I'll never forget rolling 8 dice - and every single one of them were 6's. Considering I was shooting a purst from an assault rifle...I felt really sorry for the guy at that point (and fudged the damage down from 11D4 to 11D2) One other time I rolled 16 dice at a TN 5, and all but one were 5+, with 7 6's. Ngh. My players think I roll these things on purpose now...

I'm going to have to start keeping track of the highest number rolled for stats...

John Campbell
Looking through the logs from our last IRC game, I find one instance where I rolled a 31. Against TN 2. I was soaking Drain from casting an Improved Invisibility.

The Raven shaman managed a 37 on a Perception test at one point, which would probably have been more useful if he were the sort to pass on information. (It's not that he hoarded information, as such... it's just that his conception of what other people would find relevant was really... odd.)
Canid13
I've rolled like 40+ for Perception a couple of times, and most of my players have rolled at least that. I had a player roll something like 60 for a Stealth open test once. I've also had a guy with Assault Rifles 4 stage twice on a blind fire, and a really lucky Perception test which resulted in the death of a PC.
toturi
I've got 29 on a Stealth Open, a 20 on a Perception and 6 successes against a TN of 8 with 8 dice.
The White Dwarf
Weve had several rolls break into the 30s over the years, and I think 1 or 2 40s. The worst roll however had to be the mage landing a 23 on an astral perception test, causing some lines of inquiry that resulted in some bugs taking too much interest in us. Oh yea, it was during recon in a museum... cant say Ill ever badmouth having a hold out pistol around after that.
U_Fester
My best role was as a GM for a NPC against a PC. The NPC had 12 (all) success on sniper shot on a PC.
CoalHeart
A sniper always has a good chance of getting all successes. So it's not a big thing.

And as for really high numbers on perception tests.... Sadly it doesn't help. You need multiple successes, not just one big one. Perception isn't an open test.

So you could roll 1 1 1 1 39 against someone's awesme stealth roll of 5. You still wont 'SEE' them. You will only get the indication that something /might/ be there and it's worth a second look.

Sad day when most high rolls don't mean squat in SR. We need more Open tests.

Hmm, and to add my numbers to the pile personal highest number was a high 20s, I think 27. Worst was 5 dice, all 1s. Oh and Once got 12 successes of Brawl 6 + Combat Pool 6 vs a TN 4. I punched an elephant to death in a single blow. Killing hands while at the zoo baybe.

Kind of make me remember my first mistakes when playing SR. I thought you roll the dice of your stat or skill. Add up all the values (reroll any 6s) Then divide by the TN to find out how many successes you got. Strangely it actually worked for a while, and even had some people with low skill pull off some amazing luck through a high roll.

Edited to add in a remembered roll.
Just Pete
I've seen the 60+ init rolls a few times. My own personal best roll was around a 27 or 28.

However....

I did get the all-time worst roll. My bodyguard, first ed. SR, had ten dice for his pistol skill (Firearms 6, Spec Pistols 10). He was firing at short range, no cover, at a mage that had cast a fairly weak chaotic world spell - his target number was only six.

Now, this character (my namesake...), Just Pete, had never missed a shot. Never. Never failed to do damage, either, even against the dragon he shot once (and killed - but that's another story)

First roll, ten dice, no sixes. 1 Karma point burnt for a reroll! (they went away in 1st ed., no refreshing the karma pool)

Second roll ten dice, no sixes. 2 More Karma!

Third roll, still no sixes - 4 more Karma...

And the fourth roll - still no sixes. Poor Pete didn't have enough Karma left to roll again, so his shot went wild. He just stood there, stunned, while the mage levitated his pistol out of his hand.

Fortunately, Pete had team members that saved his ass...
Fortune
Coalheart: The Perception Test is an Open Test when it comes to Stealth. The Stealth roll is an Open Test which sets the TN for the opposing Perception Test. (see SR3 page 95)

Shadowrun needs less Open Tests!

Initiative does not use the 'Rule of Six' in SR3. Rolling a '6' does not mean you roll again (unless you have the Adreneline Surge Edge).
CoalHeart
QUOTE (Fortune)
The Stealth roll is an Open Test which sets the TN for the opposing Perception Test. (see SR3 page 95)


Not quite, but maybe.

It doesn't say that "The Stealth roll is an opent test which sets the TN for the opposing Perception Open Test."

Plus I don't have my book with me.

Oh and if it were just an open test for perception why are there varying degrees of success?

From the SR GM screen's PDF.

PERCEPTION SUCCESS TABLE
Successes Result
1 Something is there.
2 Something is definitely there, and the perceiver
suspects what general type of thing it is.
3 The perceiver knows what type of thing it is and
suspects its exact nature.
4+ The perceiver knows what it is, but has no specifics
without further information or examination.

So as you can see, perception tests are not open tests, you need to score multiple successes.

Or I'm just talking out of my ass. This is how it was shown to me by the GM's I've played with, and it's how everyone I know plays it out. So I believe in it.
Fortune
Perception has a set number (and needs multiple successes) to notice something not using Stealth.

When someone is actively using Stealth for Sneaking or Hiding purposes, then the Stealth Test sets the TN for the Perception Test. One success on the Perception Test tells you someone is there, which is enough to defeat the Stealth Test.

When someone is using Stealth for Theft purposes, it is an Opposed Test against the target's Intelligence.

This is one of the problems with Open Tests. The base multi-success mechanics would work just fine with set TNs for all tests, instead of adding a totally different mechanic occasionally.
CoalHeart
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.
CoalHeart
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.
Fortune
Thanks for the sarcastic reminder of what game system we are discussing. I wouldn't have known otherwise. ohplease.gif
CoalHeart
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.
Walknuki
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.
U_Fester
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?
Jrayjoker
Somone told him it was 247,998,585,104 : 1 odds?

Never tell me the odds!
Thistledown
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.
Kremlin KOA
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
Jrayjoker
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.
Shaudes29
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.gif 20
humm let me re role that eek.gif 20
ok i dont whant to kill you off in the 1st round befor you even get a chance to do somthing
rerole eek.gif 20
crud ok ill reroel one more time if its a 20 the fates have you dead
eek.gif 20 well.. ill rerole 1 more time eek.gif 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.

Crimson Jack
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... question.gif
Fortune
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.
Dissonance
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.
Raygun
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.
Herald of Verjigorm
Shifter with adrenalin surge. Most get some initiative dice bonus in their natural form.
Necro Tech
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.
draco aardvark
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<
Fortune
Shifters are specifically mentioned as not being allowed to use Adreneline Surge (SRC pg. 18).
Backgammon
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.
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.
Wardancer
Heh, sure the perception I had wouldn't be that useful, but hell, I was proud of getting my first above 20 roll smile.gif
Morgannah
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.gif
U_Fester
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.gif
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.
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