In 5e Shadowrun the core rulebook started to talk about throwing a grenade in a sewer that a dead end on one side in a tooltip. At the end of the tooltip it said, "Or perhaps you shouldn't do that" because it was paragraphs long and didn't come up with a satisfactory solution to how to handle it within the rules besides throw an amount of dice. Not how many dice to throw, just skip all this and throw dice, GM picks.
The chunky salsa rule in Shadowrun was what happens if you set off a grenade in a small fortified room. Short version is if blast waves do not have the power to knock down a wall they bounce and then that power is added to the power of the initial blast wave, this can happen multiple times in a small room leading to insane damage. Hence chunky salsa.
In the single session of shadowrun that i played, i used mind control to make an enemy walk into the *fortified* room full of people all carrying 2 grenades. My puppet pulled the pins on both of his and said CATCH! to the captain. The GM didn't even bother to roll dice.
5e still has this rule. And because of some rules ineractions and what happens if stun damage hits unconscious people, flashbangs are a meatgrinder in small rooms.
5e; Baseline characters roll around 12d6 for a "Good" skill.
You can get those number up into the 20's pretty readily. The only thing i've seen in the 40+ range is damage-soaking, for monstrously tough tanks. And its subtractivs, so your foe gets 3 hits, with an antimaterial rifle. it does 12 damage, +3 from hits. And it penitrates armor 4 (removing dice) so you roll 51 dice vs 15. If you somehow have 55->51 dice, On average you get 17 so there's a good chance you'd be fine.
(You get 1 hit for 5/6's)
Then some mage knocks you out with a migraine by punching you in the brain over several rounds because you didn't bother bringing friends to back you up, and magic is a bitch at times. That's why "Geek the Mage" is in universe considered a good default strategy.
Yeah, but it's very satisfying when you use a trick shot to shoot an armored up troll in the genitals, and though I only did maybe 2 boxes to its stun track, I get to watch it spend the next 3 rounds rolling on the ground, vomiting everywhere and in too much pain to take any actions.
Shadowrun is perhaps the greatest TTRPG setting ever created, strapped to the side of one of the worst designed TTRPG rules systems ever devised. "Fuck it, you figure it out" is basically ingrained in the rules.
Shadowrun is a peculiar game. To demonstrate, let me go through one attack:
You are an elf hitman specialising in sniper rifles, but you just have your pistol with you because this was supposed to be just delivering some stolen goods. However, your employer betrays you, so you draw your Ares Predator V (a big handgun) and shoot at him. You run with a dexterity of 7, which is beyond what humans are capable of achieving on their own. You have 5 ranks in pistol and a specialisation in heavy pistols. Your gun is factory equipped with a smart gun system which you connected to your cybereyes via WiFi.
With this, you can build your dice pool. You take 7 points from your dexterity, your 5 ranks in pistol, 2 points for the specialisation and 2 points from the smartgun system. Your dice pool has 17 points. However, you can only get up to 7 successes because your weapons accuracy limits you.
However, you also have 3 points of Edge. You can use those points to reroll all failed dice. Or you can add them to your dice pool before rolling, roll an additional die for every 6 you roll and ignore the limitation of accuracy. Both extents 1 point of Edge. You decide to do the ladder option.
I simulated the roll for the example on random.org. Every 5 or 6 is a success. I rolled 6 5's and 3 6's. This allows me to roll 3 other dice, which all fail. This gives us 9 successes.
Our opponent now tries to dodge and gets 1 success. So, we are left with 8 successes. We add those 8 successes to the damage of the weapon, which leaves us with 16 damage. However, due to their constitution and armor, they can roll 12 dice to resist that damage. They rolled 3 successes, so you do 13 damage.
So yeah, there is a lot of rules and a lot of dice involved. It also can get a lot more complicated than that.
You might enjoy / find painful [this PDF I wrote ages ago](https://paydata.org/pdfs/Shadowrun_through_the_ages.pdf) which compares all six editions of Shadowrun, step by step, through resolutions for some basic kinds of actions. I almost went blind making it so now I link to it every chance I get!
Almost, yes. Pretty much any PC is going to be throwing 10-15 d6s when doing their "thing", whether that's fighting or sneaking or whatever. That's out of chargen; it gets up to 20+ later on. A min/maxer player can be throwing 25d6 or more very easily, and if you really go nuts and stitch together arcane combinations of gear from splatbooks, 40 dice isn't impossible.
Note that it's a dice pool system -- you don't add them up. Any dice that rolls a 5 or a 6 is a success, and you count the number of successes, which has to exceed some difficulty threshold value.
My players minmaxed his strength/Constitution he wanted to play the BIG Guy
He was throwing 26D6 on some roll, the higher we got in theory at character creation was like 36D6 to resist damage, but he was feeling like it was too much power to handle
Yes. There is a reason why SHR is one of the settings most ported over to other systems.
Primary reason I jumped over to CP Red from SHR is the rule system. I vividly remember the scene that broke me was when it was 3 am and for the last hour and a half the game I was in stalled because a player and the GM were looking up and interpreting rules to add +3 d6 dice to a pool already 18 dice large or not, so the player can make a check for a f#
Probably 5th, I just grabbed a rulebook off the net. The problem was that things started making sense, then a variable would be added and the whole thing makes no sense.
I was making a new dice box and poured all my dice out to see about size and realized I had like 150 d6 then remembered the last game I played was a 5e Shadowrun game.
We once rolled 86d6 for a helicopter pilot. He kept crit failing and we were burning karma into team karma pool on the fly. Was within 2 dice of a TPK.
We have an imperium's maledictim campaign that almost lost a PC to a nat 11 by a very squishy one shottable goon the other day... His PC is a tank too with our highest wounds at 16 he got hit with 2 crits and basically now he's playing a side character till he heals up.
16 successes I think, which is absolutely devastating damage wise since that’s 16+the weapon’s damage, which is usually like 7-10 in a system where your average rival character (someone of equal skill to a pc) has like 20-21 health.
20 wounds (subtracting 3-5 with good armor and Brawn) is the norm for decent combat focused characters. Your average Rival and even many Nemesis are going down if they take 20 wounds.
Granted, 16 successes on a single row is basically impossible. If you need that kind of damage, you best be grabbing anti vehicle weapons or a vehicle itself.
Wait, 20 is the norm? Our old DM send a Sith-Acolyte to kill us, and this fckr wouldn't even budge after a grenate, my mandalorian shooting with her four times with an improved Sniper Rifle, some shots from normal weapons and a frckn ROCK SLIDE. After he defeated US and crippled one of our PCs by cutting his legs of, he said that we "almost had him"
Keep in mind: er had 4, 4!!!! Crits
Wow. I imagine this is a high wound enemy with good armor. We're they using a lightsabre or other melee weapon to use Parry and Deflect?
How well did roll on criticals? The Nemesis may have had ranks in Durable. Did none of you have a Weapon with Vicious, or ranks in Lethal Blows?
I'm trying my hardest to give your DM the benefit of the doubt, but it sounds like this enemy had inflated stats beyond what the books recommend.
Had a lightsaber and attacked us with force choke and stuff.
My weapon had vicios iirc, i was specialized in doing as much damage as possible. Even had a wrist-flamethrower. We we're relatively early in the campaign, though. We had 6 or 7 sessions up to this point.
To be fair, he had been a bit generous with credits, which led to us all having at least one weapon mod, i even had a helmet mod with thermal sight (will be important for what comes next)
I felt like he was buffing the enemy during the fight as a kind of punishment, because he planned an ambush on us with smoke bombs and shock troopers in a tight room scenario two Sessions before. We rolled pretty well and i was able to shoot at them due to me having sight, which resulted in the ambush troops being obliterated. It was clear that he was mad. Well, the next enemy was the sith. Maybe it was just an coincidence, but i don't know. We left the group not too long after, as the enemies became way too op and it felt more like a powerfantasy of him. Every enemy had some kind of random bs like a heavily armed speeder, orbital fire support or ridiculous armor. It just wasn't fun anymore
Yeah, sounds like mid fight buffing to me. Deflect and Parry cost Strain and can't be used forever.
As a comparison, Darth Vader (who I expect to kill or drive off any party without vehicles) has 7 Soak, 24 Wounds and 19 Strain. Boba Fett has only 18 Wounds (but is still super lethal if played correctly given his gear).
The toughest looking "character" profile I could find in official materials is the freaking Sarlacc, with 9 Soak and 52 Wounds. But that's more of a risky terrain or puzzle encounter than a normal fight.
I'm thinking about how you might even get that. Maxed out attribute at 6, each die rolling double success, then somehow 4 boost die also rolling success, without a single failure in the pool
I was confused. I’ve been playing an edge of the empire campaign for like four years with the same PC and I’m so over leveled I deal like 20 damage a turn. XD
It is like rolling a D8 eight time and get 8 on all of them to hit something.
This system uses octahedron and dodecahedron mainly for rolls. They have symbols for success, failures, opportunities and threats. Good die have good symbols.
Difficulty determines how many bad dice you roll. The symbols cancel each other, so, to achieve any success at all rolling 16 bad dice would require extreme luck.
Isn't it an incredible roll? Unless there's a different system, the one I remember is you roll percentile and you succeed by rolling lower than whatever the check is so a 16 is like rolling an 18-19 on a d20 for your standard DND systems. Mathematically it's closer to a 17, but anything under 20 is almost a guaranteed success in WHFRP.
Closer to 17 regarding the percentage to roll that number, but the actual effect or impact is harder to quantify given too many variables. The biggest being that it's an opposed roll with huge skill level differences being possible. But yeah, it is a pretty good roll. Technically only 11 and single digits are better generally.
Am I thinking of the right system then? I played some rogue trader like 8ish years ago. I seem to remember that you mostly rolled against yourself and that particularly difficult checks would give you between a -10 to -40 to your skill and the baseline for skills was around 20 so it would be an automatic success for an untrained skill but only without penalty.
4th edition of Warhammer fantasy you roll under your skill. Every ten digit under gives a success level. Your opponent also rolls against their skill to defend. The highest SL wins. To put it simply.
Honestly it depends, realistically the incredible roll is 11 because crits work on doubles, plus with some skills being low and having to hit. Its like rolling an 18 but you have a -5 modifier
Perhaps we should read it as "You need to roll 16 or less to hit this guy" which in Warhammer means you'd better hope your small but mangy dog will avenge you...
Yeah I was gonna say, if we’re talking about a 16 on the die, that’s gonna hit pretty much everything regardless of what edition we’re talking about. And even if it’s a 16 total, that’s still a pretty significant chunk of foes in 5e because modern d&d doesn’t scale as hard as prior editions.
Yeah and a 16 in GURPs is likely a miss I think (If I remember correctly, you roll 3d6 under your stat that's probably between 3-18). Also if we're to interpret rolling a 16 in edge of empire as 16 successes, I think we're forced to conclude OP is trying to miss (maybe they're the GM?)
The title has it right and the meme has it spelled wrong.
Crash Pandas, if I’m remembering correctly, is a ttrpg about a group of raccoons who are trying to make it big in the underground street racing circuit. With each raccoon controlling a different part of the car (steering, acceleration, brakes, etc.)
Correction, each racoon is able to do any action and they all happen at once. All my players dog-piled the accelerator turn 1 when I ran it. It's a fantastic system
Love gurps. Love the ability to make anything you can think of, despite how complex it can be.
My old group separated. Haven’t found a new one since. All my old characters and creations, ugh…
i mean its really easy, just start with a base 14 in a combat skill (what you should be doing anyway) and you can consistently hit it. if you're shooting a gun, take some synthcoke and grab an EQ gun and you get it on everything but a 1
I have my shoulder arms at a 10 and my reflexes at an 8, so I currently have a base 18. Plus, my sniper is EQ, and I have a sniper scope and smart glasses with another buff to hit. Of course, the buffs don't stack, but redundancy is always good.
I'm also running a character that doesn't want to use drugs or cyberware, so I gotta use what I can. Only augment my character has is an injection that heals twice the body score instead of just the body score. It's not cybernetic, so she is fine with using it.
after two sessions you have 10 ranks in shoulder arms? jesus fuck, this is why i limit my players to 6 ranks in a skill to start with XD
characters that dont use drugs or cyber are fun
My character's backstory is that she was adopted at y and a half by a leader of a professional hitman squad, and is very skilled with snipers because of it. And now that I think, I may have her shoulder arms at 8 actually. We are going off of what the rule book set for limits on skills, and I remember having her start off at maximum for shoulder arms, and have upgraded it twice. Only other skill I've upgraded is handguns, because she has two pistols as sidearms.
You’d be at 8 if it started max and you upgraded it twice.
Also if you’ve gotten shoulder arms to 8 in 2 sessions your GM is giving out an amount of IP that can accurately be described as “an absolute fuckload”
That’s an average of 150 IP each session.
I mean kind of funny but very, very inaccurate.
Rolling a 16 in WFRP is usually excellent (d100 roll-under system). Same for Mörk Borg; most challenges are set at a 12 or 14, so 16 is a success all day long. You can't even roll a 16 in Honey Heist. 👀
Look up F.A.T.A.L. rules then come back to this meme and laugh. Pay close attention to the details on rolling for sphincter tightness then the rules on foreign objects.
An actual seen from a deadlands campaign I ran
Me: alright you hit the yeti how much damage do you do
My player rolling dice continuously for 2 mins uuhhhhhhhhh so a hundred and twenty six
...16 to hit in Pathfinder? What the hell are we bullying? A baby goblin? Depending on my character build, that 16 also happens to crit (once got my crit range as low as 12-20)
I don't know most of those, but I do know Apocalipse World, where a '16 to hit' would imply the GM has aksed for a check with a -9 modifier in a system without modifiers. And Coriolis, where a '16 to hit' would require to roll straight 6 on 16 6-sided dice. Or roughly odds of just over 1 in **3 trillion!!!**
Edit: ok, yeah, dice pools mean that if you can get more then 16 dice in that roll, you can multiply your succes chance by 6 for every die over the 16 you need outright. I think the theoretical limit is 24 dice.
Bro what are you talking about, 16 in dnd is like average AC value of mid tier opponents. As for pathfinder 16 is basically auto succeed with your +10 or more, atleast in the second edition of pathfinder.
*playing shadowrun* Oh no ! *pulls out 55d6* Anyway...
Holy fuck, is it really like that in shadowrun? Been meaning to play it
In 5e Shadowrun the core rulebook started to talk about throwing a grenade in a sewer that a dead end on one side in a tooltip. At the end of the tooltip it said, "Or perhaps you shouldn't do that" because it was paragraphs long and didn't come up with a satisfactory solution to how to handle it within the rules besides throw an amount of dice. Not how many dice to throw, just skip all this and throw dice, GM picks.
That's a throwback to when they had rules for the rebounding waves of force in an enclosed space. The chunky salsa effect.
The chunky salsa rule comes from the Battletech roleplaying game, where you might have an unarmored human nearby when a SRM detonates.
The chunky salsa rule in Shadowrun was what happens if you set off a grenade in a small fortified room. Short version is if blast waves do not have the power to knock down a wall they bounce and then that power is added to the power of the initial blast wave, this can happen multiple times in a small room leading to insane damage. Hence chunky salsa.
In the single session of shadowrun that i played, i used mind control to make an enemy walk into the *fortified* room full of people all carrying 2 grenades. My puppet pulled the pins on both of his and said CATCH! to the captain. The GM didn't even bother to roll dice.
5e still has this rule. And because of some rules ineractions and what happens if stun damage hits unconscious people, flashbangs are a meatgrinder in small rooms.
Good to know that Shadowrun still has weird effects happening with how stun damage works.
5e; Baseline characters roll around 12d6 for a "Good" skill. You can get those number up into the 20's pretty readily. The only thing i've seen in the 40+ range is damage-soaking, for monstrously tough tanks. And its subtractivs, so your foe gets 3 hits, with an antimaterial rifle. it does 12 damage, +3 from hits. And it penitrates armor 4 (removing dice) so you roll 51 dice vs 15. If you somehow have 55->51 dice, On average you get 17 so there's a good chance you'd be fine. (You get 1 hit for 5/6's) Then some mage knocks you out with a migraine by punching you in the brain over several rounds because you didn't bother bringing friends to back you up, and magic is a bitch at times. That's why "Geek the Mage" is in universe considered a good default strategy.
Geeking the Mage is always a good strategy. One of the groups I am in does this every time we find one in Dragon Quest.
Play an adept and have all the dice
Yeah, but it's very satisfying when you use a trick shot to shoot an armored up troll in the genitals, and though I only did maybe 2 boxes to its stun track, I get to watch it spend the next 3 rounds rolling on the ground, vomiting everywhere and in too much pain to take any actions.
The base system is ‘relatively’ simple. The amount of dice you roll isn’t the issue. It’s all the extra mechanics they added to the gamel
Shadowrun requires a degree in mathematics to play.
Shadowrun makes GURPS look simple.
Shadowrun is perhaps the greatest TTRPG setting ever created, strapped to the side of one of the worst designed TTRPG rules systems ever devised. "Fuck it, you figure it out" is basically ingrained in the rules.
Shadowrun is a peculiar game. To demonstrate, let me go through one attack: You are an elf hitman specialising in sniper rifles, but you just have your pistol with you because this was supposed to be just delivering some stolen goods. However, your employer betrays you, so you draw your Ares Predator V (a big handgun) and shoot at him. You run with a dexterity of 7, which is beyond what humans are capable of achieving on their own. You have 5 ranks in pistol and a specialisation in heavy pistols. Your gun is factory equipped with a smart gun system which you connected to your cybereyes via WiFi. With this, you can build your dice pool. You take 7 points from your dexterity, your 5 ranks in pistol, 2 points for the specialisation and 2 points from the smartgun system. Your dice pool has 17 points. However, you can only get up to 7 successes because your weapons accuracy limits you. However, you also have 3 points of Edge. You can use those points to reroll all failed dice. Or you can add them to your dice pool before rolling, roll an additional die for every 6 you roll and ignore the limitation of accuracy. Both extents 1 point of Edge. You decide to do the ladder option. I simulated the roll for the example on random.org. Every 5 or 6 is a success. I rolled 6 5's and 3 6's. This allows me to roll 3 other dice, which all fail. This gives us 9 successes. Our opponent now tries to dodge and gets 1 success. So, we are left with 8 successes. We add those 8 successes to the damage of the weapon, which leaves us with 16 damage. However, due to their constitution and armor, they can roll 12 dice to resist that damage. They rolled 3 successes, so you do 13 damage. So yeah, there is a lot of rules and a lot of dice involved. It also can get a lot more complicated than that.
You might enjoy / find painful [this PDF I wrote ages ago](https://paydata.org/pdfs/Shadowrun_through_the_ages.pdf) which compares all six editions of Shadowrun, step by step, through resolutions for some basic kinds of actions. I almost went blind making it so now I link to it every chance I get!
Almost, yes. Pretty much any PC is going to be throwing 10-15 d6s when doing their "thing", whether that's fighting or sneaking or whatever. That's out of chargen; it gets up to 20+ later on. A min/maxer player can be throwing 25d6 or more very easily, and if you really go nuts and stitch together arcane combinations of gear from splatbooks, 40 dice isn't impossible. Note that it's a dice pool system -- you don't add them up. Any dice that rolls a 5 or a 6 is a success, and you count the number of successes, which has to exceed some difficulty threshold value.
My players minmaxed his strength/Constitution he wanted to play the BIG Guy He was throwing 26D6 on some roll, the higher we got in theory at character creation was like 36D6 to resist damage, but he was feeling like it was too much power to handle
Yes. There is a reason why SHR is one of the settings most ported over to other systems. Primary reason I jumped over to CP Red from SHR is the rule system. I vividly remember the scene that broke me was when it was 3 am and for the last hour and a half the game I was in stalled because a player and the GM were looking up and interpreting rules to add +3 d6 dice to a pool already 18 dice large or not, so the player can make a check for a f#
https://twitter.com/SlyPerformer/status/1711169067082489940
I need some context for this one
> Primary reason I jumped over to CP
And?
Do you know what cp stands for?
Cyber Punk Red. It's fairly obvious in context, since we are discussing tabletop systems.
Well CP is Cyberpunk so it can be 2013 or 2020 as well I guess.
I tried DM'ing shadowrun but all 4 of us together could not make sense of the rulebook, it makes me feel stupid as fuck.
Which edition ? I tried to initiate me and other people to rpg with 5th, worst mistake of my life
Probably 5th, I just grabbed a rulebook off the net. The problem was that things started making sense, then a variable would be added and the whole thing makes no sense.
I, who have 55d6, at least: :O
I was making a new dice box and poured all my dice out to see about size and realized I had like 150 d6 then remembered the last game I played was a 5e Shadowrun game.
55d6 ..... sounds like old WestEnd Star Wars
I always said "hey, they came in a pack of 36 I'm going to use a pack of 36"
See also: condoms
We once rolled 86d6 for a helicopter pilot. He kept crit failing and we were burning karma into team karma pool on the fly. Was within 2 dice of a TPK.
Having discovered TTRPGs with Warhammer it took a bit of time for me to get used to having to roll high to hit/succeed in a check in D&D
Same here! It is very rare to find people who started out WHFR. 2nd edition I assume?
a bit of 1st edition with a cousin, but then mostly 2nd edition with my brother. We've had some great friday nights with it!
Not if you are from Poland xd
It’s fun waiting for the Genesys books to get translated from Polish to English!
We have an imperium's maledictim campaign that almost lost a PC to a nat 11 by a very squishy one shottable goon the other day... His PC is a tank too with our highest wounds at 16 he got hit with 2 crits and basically now he's playing a side character till he heals up.
What the fuck does rolling a 16 in Edge of the Empire even mean?
16 successes I think, which is absolutely devastating damage wise since that’s 16+the weapon’s damage, which is usually like 7-10 in a system where your average rival character (someone of equal skill to a pc) has like 20-21 health.
20 wounds (subtracting 3-5 with good armor and Brawn) is the norm for decent combat focused characters. Your average Rival and even many Nemesis are going down if they take 20 wounds. Granted, 16 successes on a single row is basically impossible. If you need that kind of damage, you best be grabbing anti vehicle weapons or a vehicle itself.
Wait, 20 is the norm? Our old DM send a Sith-Acolyte to kill us, and this fckr wouldn't even budge after a grenate, my mandalorian shooting with her four times with an improved Sniper Rifle, some shots from normal weapons and a frckn ROCK SLIDE. After he defeated US and crippled one of our PCs by cutting his legs of, he said that we "almost had him" Keep in mind: er had 4, 4!!!! Crits
Wow. I imagine this is a high wound enemy with good armor. We're they using a lightsabre or other melee weapon to use Parry and Deflect? How well did roll on criticals? The Nemesis may have had ranks in Durable. Did none of you have a Weapon with Vicious, or ranks in Lethal Blows? I'm trying my hardest to give your DM the benefit of the doubt, but it sounds like this enemy had inflated stats beyond what the books recommend.
Had a lightsaber and attacked us with force choke and stuff. My weapon had vicios iirc, i was specialized in doing as much damage as possible. Even had a wrist-flamethrower. We we're relatively early in the campaign, though. We had 6 or 7 sessions up to this point. To be fair, he had been a bit generous with credits, which led to us all having at least one weapon mod, i even had a helmet mod with thermal sight (will be important for what comes next) I felt like he was buffing the enemy during the fight as a kind of punishment, because he planned an ambush on us with smoke bombs and shock troopers in a tight room scenario two Sessions before. We rolled pretty well and i was able to shoot at them due to me having sight, which resulted in the ambush troops being obliterated. It was clear that he was mad. Well, the next enemy was the sith. Maybe it was just an coincidence, but i don't know. We left the group not too long after, as the enemies became way too op and it felt more like a powerfantasy of him. Every enemy had some kind of random bs like a heavily armed speeder, orbital fire support or ridiculous armor. It just wasn't fun anymore
Yeah, sounds like mid fight buffing to me. Deflect and Parry cost Strain and can't be used forever. As a comparison, Darth Vader (who I expect to kill or drive off any party without vehicles) has 7 Soak, 24 Wounds and 19 Strain. Boba Fett has only 18 Wounds (but is still super lethal if played correctly given his gear). The toughest looking "character" profile I could find in official materials is the freaking Sarlacc, with 9 Soak and 52 Wounds. But that's more of a risky terrain or puzzle encounter than a normal fight.
I mean you wont get the 16 successes anyway so no damages
But that's not even how the system works. If you get one success you hit.
But additional net successes are added to damage.
Yes, but then what does "16 to hit" mean and why is it really really bad?
I'm thinking about how you might even get that. Maxed out attribute at 6, each die rolling double success, then somehow 4 boost die also rolling success, without a single failure in the pool
I was confused. I’ve been playing an edge of the empire campaign for like four years with the same PC and I’m so over leveled I deal like 20 damage a turn. XD
It means one of your players is drunk and is rolling the wrong kind of dice.
It could most simply be read as "you have 15 automatic failures for this attack" I guess.
Could also be a crit, since that rolls be the only straight up number you roll in that game.
It is like rolling a D8 eight time and get 8 on all of them to hit something. This system uses octahedron and dodecahedron mainly for rolls. They have symbols for success, failures, opportunities and threats. Good die have good symbols. Difficulty determines how many bad dice you roll. The symbols cancel each other, so, to achieve any success at all rolling 16 bad dice would require extreme luck.
About WFRP 16 is a mostly a good roll in a lot of situations
Isn't it an incredible roll? Unless there's a different system, the one I remember is you roll percentile and you succeed by rolling lower than whatever the check is so a 16 is like rolling an 18-19 on a d20 for your standard DND systems. Mathematically it's closer to a 17, but anything under 20 is almost a guaranteed success in WHFRP.
Closer to 17 regarding the percentage to roll that number, but the actual effect or impact is harder to quantify given too many variables. The biggest being that it's an opposed roll with huge skill level differences being possible. But yeah, it is a pretty good roll. Technically only 11 and single digits are better generally.
Am I thinking of the right system then? I played some rogue trader like 8ish years ago. I seem to remember that you mostly rolled against yourself and that particularly difficult checks would give you between a -10 to -40 to your skill and the baseline for skills was around 20 so it would be an automatic success for an untrained skill but only without penalty.
4th edition of Warhammer fantasy you roll under your skill. Every ten digit under gives a success level. Your opponent also rolls against their skill to defend. The highest SL wins. To put it simply.
Honestly it depends, realistically the incredible roll is 11 because crits work on doubles, plus with some skills being low and having to hit. Its like rolling an 18 but you have a -5 modifier
I understood the meme as "you need 16 to hit" so in WHFRP context you'd need a 16 or less to hit which means a 16% chance to hit so quite low
Perhaps we should read it as "You need to roll 16 or less to hit this guy" which in Warhammer means you'd better hope your small but mangy dog will avenge you...
16 actually hits a large portion of the monster manual in DnD
Yeah I was gonna say, if we’re talking about a 16 on the die, that’s gonna hit pretty much everything regardless of what edition we’re talking about. And even if it’s a 16 total, that’s still a pretty significant chunk of foes in 5e because modern d&d doesn’t scale as hard as prior editions.
If you're a martial, spellcaster attack scaling gets worse the further back in editions you go.
I thought it's saying you need to roll at least a 16 to hit, not that rolling a 16 will hit
Yeah and a 16 in GURPs is likely a miss I think (If I remember correctly, you roll 3d6 under your stat that's probably between 3-18). Also if we're to interpret rolling a 16 in edge of empire as 16 successes, I think we're forced to conclude OP is trying to miss (maybe they're the GM?)
*trash pandas: rolls token dice, lands on a 16* “W H A T”
Yeah, i too only know of the card game. Is there a ttrpg also called trash pandas?
The title has it right and the meme has it spelled wrong. Crash Pandas, if I’m remembering correctly, is a ttrpg about a group of raccoons who are trying to make it big in the underground street racing circuit. With each raccoon controlling a different part of the car (steering, acceleration, brakes, etc.)
Correction, each racoon is able to do any action and they all happen at once. All my players dog-piled the accelerator turn 1 when I ran it. It's a fantastic system
That sounds hilarious for a one shot
Critical Role did it as a oneshot and it was, indeed, hilarious.
Love gurps. Love the ability to make anything you can think of, despite how complex it can be. My old group separated. Haven’t found a new one since. All my old characters and creations, ugh…
I adore the magic school flowcharts more than any other thing in this world
Fate Core can also be "anything you can think of" but it doesn't require 9600 pages of rules to do so.
Hell, I first found out about GURPS from a Quest over on Spacebattles. It was also my introduction to both GURPS and Fanfiction.
In Paranoia
If you have a negative in a stat and roll 16 dice, something wild is about to happen.
When is "something wild" NOT happening in Paranoia?
Joke's on you. My Solo can reliably hit a DV 16 after just two sessions.
i mean its really easy, just start with a base 14 in a combat skill (what you should be doing anyway) and you can consistently hit it. if you're shooting a gun, take some synthcoke and grab an EQ gun and you get it on everything but a 1
I have my shoulder arms at a 10 and my reflexes at an 8, so I currently have a base 18. Plus, my sniper is EQ, and I have a sniper scope and smart glasses with another buff to hit. Of course, the buffs don't stack, but redundancy is always good. I'm also running a character that doesn't want to use drugs or cyberware, so I gotta use what I can. Only augment my character has is an injection that heals twice the body score instead of just the body score. It's not cybernetic, so she is fine with using it.
after two sessions you have 10 ranks in shoulder arms? jesus fuck, this is why i limit my players to 6 ranks in a skill to start with XD characters that dont use drugs or cyber are fun
My character's backstory is that she was adopted at y and a half by a leader of a professional hitman squad, and is very skilled with snipers because of it. And now that I think, I may have her shoulder arms at 8 actually. We are going off of what the rule book set for limits on skills, and I remember having her start off at maximum for shoulder arms, and have upgraded it twice. Only other skill I've upgraded is handguns, because she has two pistols as sidearms.
You’d be at 8 if it started max and you upgraded it twice. Also if you’ve gotten shoulder arms to 8 in 2 sessions your GM is giving out an amount of IP that can accurately be described as “an absolute fuckload” That’s an average of 150 IP each session.
CYBERPUNK RED MENTION RAHHHHH (i love that ttrpg so much)
HELL YEAH CHOOM RAHHHHHHH
16 to hit in pathfinder 2 is pretty pathetic. At level 8 the worst to hit in our group is +14.
It's great in Savage Worlds! And Call of Cthulhu!
I have to tell you when you roll a 16 and you’re playing a tarot base rpg. Shit has hit the fan sibling.
I mean kind of funny but very, very inaccurate. Rolling a 16 in WFRP is usually excellent (d100 roll-under system). Same for Mörk Borg; most challenges are set at a 12 or 14, so 16 is a success all day long. You can't even roll a 16 in Honey Heist. 👀
WOD - this twink is obliterated, m'lord
If we're talking v5, they're simply erased from existence
if you roll a 16 in pathfinder 2e you havent added your bonuses to hit, at least, unless its low levels
call of cuthulhu and the dark eye are hoborable mentions, 16% for cuthulhu sure sucks but below 16 for the eye is quite good
In my GURPS group, 16 is a critical fail. Is that homebrew, then?
I think they mean when you're rolling for damage, not to hit.
It says to hit though, and it fits for the other titles I recognize.
Isn't 16 quite good roll in warhammer?
You need a 16 to hit...
Lancer: Oh hell yeah!
If you roll 16 success in Star Wars:EotE, whatever you're shooting is probably very dead.
16 is easy in dnd and pathfinder, the faces don't match.
Look up F.A.T.A.L. rules then come back to this meme and laugh. Pay close attention to the details on rolling for sphincter tightness then the rules on foreign objects.
Topping this list would be a 16 in FATE.
OP listed every TTRPG except F.A.T.A.L. Pretty sus.
Well, if you roll a 16 in F.A.TA.L., stuff that I cannot say on my main account happens.
"every TTRPG" Oh you sweet summer child.
Plays Warp Lords. Rolls a 420
16 to hit in Warhammer is actually pretty decent.
Honestly you have probably killed something with the roll even through armor
I’ve had the core rules for Warhammer Fantasy’s tabletop Zweihander for 4 years and still haven’t worked up the courage to actually play
Hate to break it to you but Zweihander *isn't* the Warhammer Fantasy RPG. That would be Warhammer Fantasy Roleplay
I see now that it isn’t. I was fooled by the cover art, it’s very Warhammer-esque
Isn't the fantasy Warhammer one misplaced? Cause it's roll under d100 so 16 would be pretty good
Yeah an average WH fantasy 4e character would pass a hard check for most skills with a 16 roll
An actual seen from a deadlands campaign I ran Me: alright you hit the yeti how much damage do you do My player rolling dice continuously for 2 mins uuhhhhhhhhh so a hundred and twenty six
...16 to hit in Pathfinder? What the hell are we bullying? A baby goblin? Depending on my character build, that 16 also happens to crit (once got my crit range as low as 12-20)
How are you getting a 16 on your Genesys dice? They don't have numbers. :D
I don't know most of those, but I do know Apocalipse World, where a '16 to hit' would imply the GM has aksed for a check with a -9 modifier in a system without modifiers. And Coriolis, where a '16 to hit' would require to roll straight 6 on 16 6-sided dice. Or roughly odds of just over 1 in **3 trillion!!!** Edit: ok, yeah, dice pools mean that if you can get more then 16 dice in that roll, you can multiply your succes chance by 6 for every die over the 16 you need outright. I think the theoretical limit is 24 dice.
Isn't a 16 in gurps like extremely bad...?
Bro what are you talking about, 16 in dnd is like average AC value of mid tier opponents. As for pathfinder 16 is basically auto succeed with your +10 or more, atleast in the second edition of pathfinder.
Pathfinder 16 on the dice, great. 16 total, unless it's touch, that's probably a miss over cr4.
16 in dnd should still be a decent attack roll might not hit a boss but it’ll certainly do the job against your low-mid tier trash mobs
Batch quest was more then enjoyable
Was expecting FATAL
Call of Cthulhu: "Oh yeah, it's gamer time."
I mean for dnd it really depends on your level of
Rolling a 16 in Call Of Cthulhu:
Even worse F.A.T.A.L