My first reaction was "does anyone in the house want to survive the trap going off?" but it turns out 1kg of commercial explosives isn't that strong, per the rules. (According to p.436, it's only 5P, AP -2.)
The third roll on the secondary entrance has three 1s on six dice. At this point I'm going to take a poll about how we want to rule glitches going forward.
4E rules are 50%+ of dice rolled 1s,
5E rules say 51% are 1s. Both create situations of mathematical nonsense:
Odds of glitching at... | 50%+ | 51%+ |
4 dice | 13.2% | 1.6% |
5 dice | 3.6% | 3.6% |
6 dice | 6.2% | 0.9% |
7 dice | 1.8% | 1.8% |
8 dice | 3.1% | 0.5% |
With 50%+ (
4E rules) that it is easier to glitch with 6 dice than with 5, which is counterintuitive. But with 5E it is easier to glitch on 7 dice than with 6, which is also silly. So do you want your glitch nonsense on odd dicerolls or even ones?
Ryo was playing with 4E rules in Chapter 1 (see below), but I've seen several of you post on the topic in other forums. Thus, the vote. (Poindexter's current situation is not dire. The roll is not a crit glitch, so he's safe. He would just have to reroll the secondary entrance.)
1s only matter if it is half or more of your total dice pool. You've got 3 ones on 7 dice, so you didn't glitch.