Shadowrun D8
by David Buehrer (graht@uswest.net)
Why Eight-Sided Dice?
Don't get me wrong, using six-sided dice to play Shadowrun works
just fine. However, there's one little statistical hang-up that
comes into play regarding Shadowrun's Rule of Six.
Because of the Rule of Six, the chances of succeeding whether the target number is a six or a seven are the same. The odds of rolling a 6 on a six-sided die is one in six. Using the Rule of Six, the odds of rolling a 7 is one in six, because the player must first roll a 6 and then roll a 1. The odds of rolling a 1 or better on a six-sided die is 100%.
The Twist
When using eight-sided die for Shadowrun, treat any 8 as a 0. I.E.,
treat the die as if it is numbered 0-7, substituting 0s for 8s.
By using an eight-sided die that is numbered 0-7 and changing the Rule of Six to the Rule of Seven, the aforementioned statistical hang-up is eliminated. If a character needs to roll an 8 to succeed, and one of his dice comes up a 7, his follow up roll might be a 0. Now every negative modifier (increase to the target number) counts.
What's the Downside?
Aside from spending money to buy more dice, I haven't found one.
And I've thoroughly playtested this with my group. The odds of
success for any given target number generated by using eight-sided
dice numbered 0-7 are almost the same as the odds of success
generated by using six-sided dice numbered 1-6. For some target
numbers the odds are a little bit better, for some, a little bit
worse. But generally the play of the game changes very little
(except for those players who have been taking advantage of the
quirk of the Rule of Six).
Using eight-sided dice numbered 0-7 for initiative creates a little more variance. But since everyone is using the same dice, the quick are still quick, and the slow are still.. well.. slow.
Making Dice Rolls
As with the standard Shadowrun rules, the gamemaster will provide
the player with a target number against which he will make a dice
roll. The player rolls the indicated number of dice and then
compares each die result individually to the target number. Each
individual die that scores equal to or greater than the target
number is considered a success. The more dice that score successes,
the better the result.
Target Numbers
The gamemaster determines the target number necessary for success
in a test normally. See p. 92 of the Skills section for a list of
target numbers based on the difficulty of the activity. No target
number can be less than 1. If modifiers reduce the target number
below 1, consider the target number a 1 for purposes of making
tests.
Modifiers
Apply modifiers to the Target Number per the rules.
Rule of Zero
Any time a die roll result comes up a 0 in a test, that die is an
automatic failure, no matter what the target number. But the test
can still succeed as long as the other dice succeed.
If all the dice rolled for a test come up 0s, it means that the character has made a disastrous mistake.
Use the Rule of Zero when the rules refer to Shadowrun's Rule of One.
Rule of Seven
The Rule of Seven allows tests to succeed against target numbers
greater than 7. When making a test against a target number greater
than 7, the player may re-roll any dice that comes up a 7 and then
add the new result to the 7. The player can reroll additional 7s if
the current die result total is still less than the target
number.
The Rule of Seven does not apply to initiative tests.
Optional House Rules
Target Numbers
No target number can be greater than 21. If modifiers increase the
target number above 21, consider the task to be impossible.
Rule of Seven
Do apply the Rule of Seven to one initiative die. If a player is
rolling only one die for initiative, than the Rule of Seven is
applied to that die. If a player is rolling multiple dice for
initiative, then apply the Rule of Seven to one odd colored
die.