@Marcus and a few other, I already address why I think this is important "fix" the glitch system in this thread in a few places, added bold when needed:
Also, I don't mean to use glitches as crutch, I mean for that to happen as described in the book. As they are described in the examples they should happen with some frequency (you even have means to negate the glitch) because they are minor things, take a look in the book and check it for yourself.
(...)
So why have glitches in a system if they never happen? Either house rule them out (and stop worrying about 1s) or make they happen when they really should. I really think the devs "glitched" the glitch system. Maybe they didn't check the odds correctly or something like that, but as it is, the odds are a mess and I doubt anyone would want those odd curves on purpose...
3 glitches in 12 sessions, how is that relevant for your games? Do you really worry about glitches? Because with that record and considering 4-5 players you are looking a 1 glitch per player every 20-30 sessions... [ADDED INFO: this is in regard to the description of glitches mentioned above, that makes it looks like they are much more common]
I started this post because I researched a bit, run some probabilities and made a few tests using a dice roller to have a "practical" onlook on those odds. With a dice pool of 10 I got 2 regular glitches in 500 tests (no critical) and with a pool of 12 o got ONE glitch in 1000 tests (again no critical):
As the book described, it nowhere says glitches should be rare. It even has TWO mechanisms to deal with them, so it does expect them to happen. Also one of the ways to recover Edge is to endure a critical glitch. One edge is recovered every day with proper rest, so endure a critical glitch might be something stressful and hard, but as mentioned not something "rare as a blue moon".
This one is mostly opinion based, but I will talk about that after the quotes:
(...) your answer is one of the reasons I'm here discussing that. A glitch like a harmless blunder IS fun. It adds variety to perfect soldiers. You yourself said that you save the best ideas for players, but if the only ones who glitches are hapless incompetent NPCs, then what is the point? Here I'm talking about opinions I think the glitch idea is fantastic, but as it is, it is ineffective because the players rarely glitch...
Now back to my OPINION. In Shadowrun Anarchy (a "Fate" based version of Shadowrun), you don't have much extra in terms of success and failure, but you have the Glitch Die instead. The Glitch Die up the ante on test and can be added by anyone at any time just using a plot point (it is cheap to use it). With that die your test has 1/6 flat chance of glitching. Simple and direct. It also has a 1/6 chance of Exploiting if you succeed. Now lets think about this both ways:
- The highest probabilty of glitching in my system is with a pool of 0 dice, 1/6 chance of critical failure, it lowers quickly beyond that. My system make it looks like a glitch die is added every 4-5 tests, this would be much IF there was no means to counter it, but there are. You can pre and post edge with push the limit to avoid a glitch, you can use close call to negate a glitch, you can endure the glitch to get an edge point back. IF you glitch you have 3 ways of dealing with it.
- Now about the exploit side of things. This already exist in the system, even though it is not mentioned. Your net hits in many places determine how well you succeed. If you use Push the Limit or Second Chance you can bring that even higher. Now it just up to the GM to interpret that. If you made a test with threshold 1 and have 5 net hits, to me is not a simple success, it is a GREAT success. So the system is already in place, is up to the GM to use. And since my system focus on one small aspect of the system (the odds of glitching), there is no reason to mix stuff up and make a house rule that approaches both matters together.
This quote of mine is in context of my "fix" for the glitch system and its benefits, and why I would like that.
With those glitch mechanics critical glitches are still rare above 4-5 dice, but they do happen "once in a blue moon".
Regular glitches happen around 2-5% of the rolls above 4-5 dice.
Both (glitches and critical glitches) follow nice smooth curves (again to be added later), have no odd/even dice pool problems and no special cases whatsoever.
A few people didn't know or never noticed the special cases or problems, so I will explain those here:
- 0 Dicepool is a special case not covered by the rules. You can rule that you can't make a test like that, but in some situation like an opposed test there must be some chance to fuck it up by have 0 dicepool against someone, and not simply "i'm standing there doing nothing and staring at my opponent". With 1 dice pool the system has 1/6 chance of critical, and 0% with 0 dicepool? BAD!
- One thing that already poped up in this thread: a glitch happen with "more than half" ou "half or more"?? In 4th edition it was the second, now it is the first. Both of them have problems and are confusing...
- The RAW says that everywhere you have a division you must round the result up unless told otherwise. Also, the RAW of Glitches is
"If more than half the dice you rolled show a one". Half the dice is a division, right? Most people interpret the glitch as split your 1s in two piles and if the 1s is the largest it is a glitch, BUT if you follow RAW strictly a glitch would happen if 1s are larger than POOL DIVIDED BY 2. So, A pool of 10 dice, glitchs with 6 or more, what about a pool of 11? Strict RAW would be 11/2=5.5 => 6. So you would need 7 or more dice to glitch.
- In RAW there is stuff like a dice pool of 3 is MUCH worst than a dicepool of 2 (about 3 times the odds of glitching), and the same happen with all even pools being worst than the even pool right below it.
- In RAW there is no probability curve, there is a jagged line. This IS terrible from any stand point.
NOW, I will addess ShadowcatX. I haven't seem a question in his last post. In the previous one he questioned (rethorically) that the system was more complicated and annoying, I explained him that it is not more complicated. The only thing "extra" it has is hit cancelation, that if someone isn't confortable, just remove it, the odds for criticals will drop a lot. My rule is one page long, it covers Description, Reasons for it, Mechanics (in just 4 lines), Clarifications (that is mostly retelling the same stuff in a way that it is clear), Comentaries (on ALL Edge and Quality effects that affects glitchs, mostly it is more clarifications that just says: "work as described" or add a little bit of extra information so that there is no doubt).
The rule could easily be:
"
Roll 1 extra die, if THIS die is 1 and the total of 1 is more than hits, you glitched."
or even
"
If you have 1s equal or more to the numbers of hits, roll 1 extra die, if it is 1 you glitched."
Those would work just fine, without the hit cancelation, and will fix ALL the problems with RAW. The criticals would still be quite low and non-existent in higher dicepools, so I like the hit canceltion aspect of it.
About his example diceroll, why all the confusion? You throw 16 dice, and forget the glitch die, throw it aside and check for 1, any other result doesn't matter. If you read and understand the system, you will know if you have to throw the glitch die or not, because if you have less 1s than hits, the glitch die will at most give you one extra 1, so not enough for a glitch and not needed. About the "extra math", the SAME kind of thing is already used in Shadowrun:
- every two full boxes of excess Stun damage, carry over 1 box to the Physical damage track
- inflict 1 DV of Matrix damage to the target for every two full net hits
- every two full net hits counts as one hit on a Matrix Perception Test,
- every two hits adds one Initiative Die
- every two hits, increase the light penalty by one category
Those are just the ones I found searching "every two". It is EXACTLY the same as my system, "every two 1s over total hits cancel 1 hit" could also be read as "every two NET 1s cancel one hit". If doubt anyone playing Shadowrun is bothered or confused by this sort of "math".