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SR Dice roller

thedarkelf007

Well-known member
Hi Guys,

Is it possible to have the dice roller know if it glitched or critically glitched?

I currently have to count the 1's which can be hard to see on my screen, so I'm better off with rolling physical dice.
 
Hi Guys,

Is it possible to have the dice roller know if it glitched or critically glitched?

I currently have to count the 1's which can be hard to see on my screen, so I'm better off with rolling physical dice.

I don't for Lone Wolf, but knowing if a glitch occurred should be a very easy tweak, though it may require an edit to the main Hero Lab program and not just a rules file update.

Knowing if a Critical Glitch occurred is not possible, as that requires the program to know the threshold you are rolling for (I suppose they could add a box to type this in, but that doesn't seem worth it. If they just say when you glitch, and how many hits occurred, that should be enough to tell at a glance if the glitch was critical or not.

This would be a very nice feature.
 
Critical glitch means glitch with no success... so if you can do one you can go the other.

And a option for glitch modifiers would be cool too.
 
In SR, 1/2 or more of the dice rolled in a test come up as "1" for their results, regardless of how many the remaining dice result in successes (5 or 6).

A Critical Glitch occurs when all of the dice rolled for the test come up as 1 for their results.
 
Actually no CeaDawg. According to page 62 SR4A "If half or more of the dice pool rolled come up as 1s, then a glitch results."

Also pn page 62: "If a character rolls a glitch and scores zero hits, then she has made a critical glitch."

So this means HL would easily know if a glitch or critical glitch has occurred.
 
What about displaying 5 & 6's in the yellow currently shown, 4's, 3's, & 2's as a bluish that kinda blend into the background, and the 1st as red. That way it's an easy visual cue.That's what I did with my two sets of SR dice.
 
I'd love that to be included in HL, and it shouldn't be too hard to include that in glitch/critical glitch checking if it were included.
 
What about the legendary game option then where 4's are also hits?


Have any of you even tried using the included dice roller?
Under View, Dice Roller. Set it to "Count Successes" instead of accumulate totals.
You can set the "Success threshold" to 4 instead of 5. I do this all the time when I run my games.

I run a street level game where spending edge doesn't add dice it makes 4's count, the dice roller accounts for that. 6's always explode in my game as well, so we set the explode Threshold at 6. The dice roller works fine and has some of the things you are asking about already included.
 
Canis: Oh, yeah, they did update that from the previous versions. It's easier to get a critical glitch now.

RavenX: Yes, I have, set it to count successes. I found it does not report glitches. However, when you allow the console to control the initiative rolls, glitches on initiative are reported and it adjusts the combat order and dice pool modifications.

I've set the thresh hold as low as 3, and have run multiple 10 roll batches, so as to generate 1000 rolls for each thresh hold, and I have yet to see it report a glitch, or critical glitch even though I was able to locate several glitches in each 1000 roll set.
 
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Canis: Oh, yeah, they did update that from the previous versions. It's easier to get a critical glitch now.

RavenX: Yes, I have, set it to count successes. I found it does not report glitches. However, when you allow the console to control the initiative rolls, glitches on initiative are reported and it adjusts the combat order and dice pool modifications.

I've set the thresh hold as low as 3, and have run multiple 10 roll batches, so as to generate 1000 rolls for each thresh hold, and I have yet to see it report a glitch, or critical glitch even though I was able to locate several glitches in each 1000 roll set.

If anything they should add a Glitch threshold, and have that threshold show up as red on the screen since the numbers already show up yellow. Maybe have numbers that don't count white or gray. I have noticed the tactical console doing the init glitches, but I would like to have an option on there to click those on manually as well, sometimes I have the players roll their own initiative and let it go from there. I also have a threshold of 2 for default tests, so my players do glitch more often when defaulting.
 
Canis: Oh, yeah, they did update that from the previous versions. It's easier to get a critical glitch now.

Yeah, I actually had my players ask for six 1's to be a fumble when we played SR3. It then got changed to four (and fumbles took precedence). Still only saw 3 fumbles in eight years of playing :oD

I must admit, I prefer the glitch/critical glitch mechanic.

RavenX: cool thanks for the info, I'd not used the dice roller at all (mainly cos I distrust dice rollers) but it sounds pretty well thought out already.
 
Yeah, I actually had my players ask for six 1's to be a fumble when we played SR3. It then got changed to four (and fumbles took precedence). Still only saw 3 fumbles in eight years of playing :oD

I must admit, I prefer the glitch/critical glitch mechanic.

RavenX: cool thanks for the info, I'd not used the dice roller at all (mainly cos I distrust dice rollers) but it sounds pretty well thought out already.

I use it in a fair amount of the systems I run.
Aside from the few complaints I have about it, it works pretty nicely.
The new glitch mechanics in SR4 make it easier to critically glitch, one of my players just two weeks ago critically glitched both a dodge attempt and the subsequent damage resistance test, leaving his character out of the current mission altogether. He ended up taking a bullet (shot from a barrens special) through his carotid artery in the leg and through the bone shattering it. His character survived the mission, but was in critical condition at the team's street doc's clinic. The new mechanic does make these rolls happen much more frequently. I suggest if you haven't, to look over the rules for gritty gameplay as well. I make 2's count toward glitches on defaulting which causes many more critical glitches.
 
Nitpick:

He ended up taking a bullet (shot from a barrens special) through his carotid artery in the leg and through the bone shattering it.

The carotid artery is the one that supplies blood up to the head and neck. The artery you described is the femoral artery. That being said, it's as easy to bleed out from the femoral artery as it is the carotid. Thus the effects you described are still good.
 
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