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Zero dice better than 1?

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firebug

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« on: <06-12-14/0124:36> »
Is there any actual rules on what happens if a character has zero dice for a skill?  I am talking 1 in the attribute, none in the skill.  A player of mine is building a character with 1 intuition--  So no dice for perception.  Among other things.  If forced to make the roll, what do they do?  If they just don't roll and get no hits, it is actually better than if they had only 1-3 dice, since they have no chance of a critical glitch.  However, I am unsure if, say, having it count as "critical glitch always forever" is too harsh.

Any advice?
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Top Dog

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« Reply #1 on: <06-12-14/0153:59> »
I wonder how critical glitches would work with perception anyway. You'd be accidentally blinding yourself every few minutes, since you're basically perceiving all the time.

But yeah, 1 is more dangerous then 0, because you can't glitch with 0 (unless you houserule it). But you can't succeed ever either. It kind of depends on what you're rolling I guess; with perception it doesn't really matter much, but with things like etiquette the result is stranger.

At any rate, not having perception is it's own punishment, no need to be harsher in this specific circumstance I'd think.

Medicineman

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« Reply #2 on: <06-12-14/0212:46> »
Zero Dice = zero success = automatic Failure (not a Glitch) unless You use Edge.

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firebug

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« Reply #3 on: <06-12-14/0309:21> »
At any rate, not having perception is it's own punishment, no need to be harsher in this specific circumstance I'd think.

Well this is important for all the scenario like this.  It really encourages min-maxing if having 0 dice can be better than just having up to even as much as like, 4.  Since the likelyhood of failing is so high for things with that little dice pool and the fact that now suddenly you can glitch and critical glitch.  Considering a critical glitch is worse than just not trying at all in most situations, it seems unfair for the people who put a bit into something "just to be able to do it" be worse than the people who min-maxed to the point of having no dice.

It's gotta be more than just "you cannot do this" because there's nothing physically stopping you from attempting and, in the case of stuff like Perception, it can be forced upon you.
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reyjinn

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« Reply #4 on: <06-12-14/0440:14> »
You could have the player roll 1d6, if it is a 1 he crit glitches otherwise it is a plain failure. Rolling a 5 or 6 gives no benefit.
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Kiirnodel

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« Reply #5 on: <06-12-14/0530:08> »
At any rate, not having perception is it's own punishment, no need to be harsher in this specific circumstance I'd think.

Well this is important for all the scenario like this.  It really encourages min-maxing if having 0 dice can be better than just having up to even as much as like, 4.  Since the likelyhood of failing is so high for things with that little dice pool and the fact that now suddenly you can glitch and critical glitch.  Considering a critical glitch is worse than just not trying at all in most situations, it seems unfair for the people who put a bit into something "just to be able to do it" be worse than the people who min-maxed to the point of having no dice.

It's gotta be more than just "you cannot do this" because there's nothing physically stopping you from attempting and, in the case of stuff like Perception, it can be forced upon you.

Well, it is a bit more than "you cannot do this" as a person with a die pool of 0 "cannot succeed at doing this," make as many attempts as you want, you won't succeed. For most tests you need at least 1 hit for it to be considered a success, and with no dice, no hits.

But keep in mind that defaulting on an attribute of 1 does not always mean no dice, other modifiers can still apply. Taking Perception as our example: Concealablity is a big modifier, it can give you bonus dice (not just take them away). But remember, that any sort of penalties can take them back away. So while having a base die pool of 0 for Perception doesn't necessarily mean that a person is blind (you can still notice things that are obvious), it does mean that your chances of noticing things when the GM asks for a Perception test is likely to end in failure.

Say an enemy is sporting an assault rifle (Concealability +6), you'll have 6 dice with that untrained Intuition 1 runner to notice. Not too bad really. Now, if that guy is wearing a long coat (-2), it's shady out (-1), and the enemy is a little ways off (-2), good luck noticing that gun with your 1 die before he starts opening fire.

For instances like Perception, where skill tests come up frequently, it might be important to remember those modifiers. Otherwise I would say using the 1 die method posted by reyjinn to see if something really bad comes up with the auto fail could work...

Top Dog

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« Reply #6 on: <06-12-14/0624:34> »
At any rate, not having perception is it's own punishment, no need to be harsher in this specific circumstance I'd think.

Well this is important for all the scenario like this.  It really encourages min-maxing if having 0 dice can be better than just having up to even as much as like, 4.  Since the likelyhood of failing is so high for things with that little dice pool and the fact that now suddenly you can glitch and critical glitch.  Considering a critical glitch is worse than just not trying at all in most situations, it seems unfair for the people who put a bit into something "just to be able to do it" be worse than the people who min-maxed to the point of having no dice.

It's gotta be more than just "you cannot do this" because there's nothing physically stopping you from attempting and, in the case of stuff like Perception, it can be forced upon you.

<...>
Say an enemy is sporting an assault rifle (Concealability +6), you'll have 6 dice with that untrained Intuition 1 runner to notice. Not too bad really. Now, if that guy is wearing a long coat (-2), it's shady out (-1), and the enemy is a little ways off (-2), good luck noticing that gun with your 1 die before he starts opening fire.

For instances like Perception, where skill tests come up frequently, it might be important to remember those modifiers. Otherwise I would say using the 1 die method posted by reyjinn to see if something really bad comes up with the auto fail could work...
I'm pretty sure they have to get the rifle out of the longcoat before they can fire, so you'd get a (less penalized) roll then.

But that's not the main issue. I see the point people make, practically, having 1 dice is worse then 0. I guess it also depends on the effect the glitch has though. What would a glitch on a perception check even do anyway? But there'll certainly be other checks that might be forced upon you that would end up worse for glitching.

So, I like the (house)rule about rolling one dice for glitch.

firebug

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« Reply #7 on: <06-12-14/0750:44> »
I think I'm gonna be doing that.  Roll a d6, a 1 is a critical glitch, all else is just standard failure.

I don't know what a glitch on a perception test would be...  I mean, a normal success + glitch is easy; you spot whatever it is, but miss a (possibly vital) detail about it.  For a critical glitch...  Other than say, starting with a penalty to your initiative if it's a combat...  I don't know what it would normally be. 
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Sendaz

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« Reply #8 on: <06-12-14/0810:56> »
Well if it's a teen, they could be completely oblivious to the item/person.

Son came in one day and asked where the car was as it wasn't on the driveway. 

I told him it was in the shop and had been there for the last 5 days (waiting on a part).

He said he hadn't noticed until today. 

He will never make it as a scout. :P
« Last Edit: <06-12-14/0812:43> by Sendaz »
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reyjinn

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« Reply #9 on: <06-12-14/0836:56> »
Crit glitch could also be getting distracted by a sound from another direction. Which, when I think about it, would probably just result in a neg initiative mod.
He/she/it could also be 100% sure that something is happening 'that way', if nothing else it could lead to fun RP when everyone else on the team has to convince the runner that he is wrong.
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Namikaze

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« Reply #10 on: <06-12-14/1324:24> »
As Medicineman pointed out, if you have zero dice, you can't attempt to get a success without spending Edge.  Tell your player that he's about to be in for a world of hurt.
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Ghoulfodder

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« Reply #11 on: <06-12-14/1416:29> »
1 Int is a terrible idea. You're basically always going to be surprised by combat you haven't specifically prepared for in advance. And the surprise rules are harsh.

That's plenty consequence. You don't need crit glitches in this case, because you always get the negative outcome, never the positive.

firebug

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« Reply #12 on: <06-12-14/1917:06> »
1 Int is a terrible idea. You're basically always going to be surprised by combat you haven't specifically prepared for in advance. And the surprise rules are harsh.

That's plenty consequence. You don't need crit glitches in this case, because you always get the negative outcome, never the positive.

But my problem is, if they had only 1 die, or even a small handful, they'd realistically fail a massive percentage of the time anyways, and risk glitches and critical glitches.  One die would only be a single hit 33% of the time, which often isn't enough, and then about 16.5% of the time it'd be a critical failure.  I'm kinda repeating myself, but it just doesn't sit well that zero dice lacks the biggest risk a low dice pool has.  It seriously encourages minmaxing; a character with no social skills and 3 Charisma is more likely to cause a huge scene and will virtually always fail if they try to lie or blend in than someone with 1, who will just standard fail always.
« Last Edit: <06-12-14/1920:01> by firebug »
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Novocrane

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« Reply #13 on: <06-12-14/1943:11> »
I don't see why a GM would be unable to say (within the rules) that, of your zero dice, more than half of them (51% or more of zero) came up 1's. That's the only relevant point for judging whether a glitch happens. Successes matter in number, 1's matter in percentage.

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If more than half the dice you rolled show a one, then you’ve got problems. This is called a glitch.
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There may be circumstances where a player rolls a glitch and also does not achieve a single hit. This is called a critical glitch, and this is where the drek hits the fan.

Then again, I'm not exactly math-focused.
« Last Edit: <06-12-14/1952:08> by Novocrane »

SunRunner

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« Reply #14 on: <06-12-14/2035:56> »
What you say has merit about the low dice pool glitch problem. And it seems like a big deal on paper and theory crafting. But in practice having zero dice for actions is generally its own penalty and really tends to take care of its self. As has already been pointed out hes got and Intuition of 1, and no perception skill. Thats pretty much a permanent -10 to initiative as hes NEVER going to see the bad guys coming most of the time and its further compounded by your defense pool being based on Intuition and reaction so even if hes rocking a massive reaction of like 10 or so his defense rolls are still sub par and can be quite deadly if he has not turned himself into a reaction monster. Also your initiative score its self is based on reaction + intuitions as well so the Penalties for this little bit of min maxing are hes got ShXt for an initiative score, hes got a very commonly occurring penalty to his already crappy initiative score and when the bad guys start shooting hes pretty much going to be running into the bullets. Quite frankly even if this guy is a troll with 15 body and is some how allowed to stroll through down town in Heavy Millspec armor and his riot sheild he still probably wont make it though the 1st couple fire fights the team gets in unless you just take pity on him and dont bother shooting him.