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What are your standard glitches?

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nogusielkt

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« on: <08-26-13/1106:58> »
Do any of you have standard glitches or critical glitches for certain actions?  I think one example in the book was glitching with a melee attack could mean (whether you hit or not) that you fall and have to get up afterwards. 

firebug

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« Reply #1 on: <08-26-13/1200:39> »
In SR5, I usually end up making glitches on defense tests against attacks translating to stumbling as you attempt to get out of the way.  Usually it ends up being a -2 to their next physical action or reduced movement for the rest of the combat turn.

The book mentions what happens if the character glitches while summoning a spirit, but not if the spirit glitches--  In this case, I usually give the summoner one extra service (assuming they succeeded) or reduce the drain by 1 (if they didn't).
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Palladion

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« Reply #2 on: <08-26-13/1917:04> »
Personally, I use the 2 dice rule for low importance glitches and to not tie up the game.  The character gets a 2 dice penalty on his or her next die roll.  Otherwise, it is 2 hit penalty for something more severe.  Example: If someone glitches on a Defense test, they get a -2 dice penalty on their Damage Resistance roll or their next attack roll.  Describe it amusingly and the players will sigh in relief.
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Michael Chandra

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« Reply #3 on: <08-27-13/0652:07> »
Honestly I rather dislike glitches on dodge tests, since if you're heavily under fire and the pool drains, you get into big glitch chances, which are a pain to get if you're already taking that much fire.
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Black

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« Reply #4 on: <08-27-13/0700:14> »
Honestly I rather dislike glitches on dodge tests, since if you're heavily under fire and the pool drains, you get into big glitch chances, which are a pain to get if you're already taking that much fire.
In my last game, I had one of the player characters fall over while avoiding a hand to hand attack.  But then on his next action I allowed him to make a gymnastic roll to flip to his feet again while shooting his attacker.  Cinamatically it worked.  But if it happened often or got a PC killed, yeah, I could see issues with that. (instead this player ended up being the last guy standing in a particularly brutal combat).
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Shade

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« Reply #5 on: <08-29-13/0635:56> »
Honestly I rather dislike glitches on dodge tests, since if you're heavily under fire and the pool drains, you get into big glitch chances, which are a pain to get if you're already taking that much fire.

I can definitely see that but I would counter that as it's getting that frigging hard to avoid the onslaught, the chances for a big-time screw up would definitely go up.

As for the question about standard glitches, here are some off the top of my head:

Language roll: The character understood enough of the words to get an idea about the conversation but missed a key element of the context
Firearms: Weapon jams, weapon gets dropped
Dodge roll: The bullet either bypasses armor or deal physical instead of stun if it was stun originally
Body roll: Something badly damaged, shattered wrist, broken ankle, etc.
Critical glitch body roll: Good news, the arm isn't broken. Bad news, the arm is on the ground.
Spellcasting: too many fun possibilities to count.
Running: Character moves up to their movement but trips and falls

Michael Chandra

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« Reply #6 on: <08-29-13/0639:53> »
I can definitely see that but I would counter that as it's getting that frigging hard to avoid the onslaught, the chances for a big-time screw up would definitely go up.
If a player gets trapped in an onslaught, telling him his dodging is helping him get killed isn't really making it better. At that point the player likely no longer considers it having a hard time, but the GM trying to kill him just for killing. Especially when you start raising the damage as a result of the glitch.

Spooking a player with a group firing at him is one thing, doing your best to make a single bad roll then kill the player isn't sending the message you likely wanted to send by tossing half a dozen enemies at him.
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Crunch

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« Reply #7 on: <08-29-13/0845:33> »
I try to avoid "standard glitches." Glitches are rare enough that I feel like they should be exiting and unpredictable.

Magnaric

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« Reply #8 on: <08-29-13/1453:03> »
Agree with Crunch here. My current GM basically does the same thing, where glitches aren't all that commonplace, so it's nice when they match whatever you're trying to do in that particular situation. Likewise, regular glitches should be bad, but not necessarily life-threatening. Critical glitches however, are usually very, very bad.

Trying to jump that crate to get into the wall cover behind it? Wow, that's a lot of 1s. You manage to get there, but by tripping over the crate and face-planting into the wall, giving you some scrapes and minor cuts.. Critical glitch in the same situation? You trip over the crate, your face hits the wall, and roll a body only test as your shatter your nose on the concrete, giving you a -1 to all pain resistance tests until healed.
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