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Message no. 1
From: Troy Stevenson <tstevens@*******.COM>
Subject: Question: Rule of Six
Date: Wed, 16 Oct 1996 09:41:54 -0500
First, let me set up my situation...
I started playing Shadowrun with a group I met recently. It's been 10
months since I last played (I moved).
The new GM has a very different approach to making die rolls. According to
him, the Rule of Six has been "thrown out the window" in the new Shadowrun
version. Only the Rule of One is intact. I have no idea what he's talking
about (I haven't heard of any 'new' version). Let me give you a couple
examples of the way he rolls successes:

"Roll 5 dice versus target number of 4." I roll a 1, 2, 3, 3 and a 6.
I
re-roll the six and get a 3, for a total of 9 on my last die roll. "Not
bad, you got two successes." What? "Four goes into 9 twice, so you got
two successes."
"Roll initiative." My initiative is 3D6+10. I roll a 2, 4 and a 6. He
let's me re-roll the six, and I get a 5 - for a grand total of 17 + 10, or
27. I didn't know the Rule of Six applied to your initiative roll.
"The Big Nasty is going to shoot you with APDS to your head (snicker)."
He rolls 8 dice; his target number is 2. He rolls a 1, 1, 2, 3, 4, 4, 6
and a 6. He re-rolls the two sixes and gets a 5 and another 6. He
re-rolls the 6 and gets a 3. The final numbers are 1, 1, 2, 3, 4, 4, 11
and 15. "Oh, man! You're in trouble now... I got 18 successes!!" What!?!
"2 goes into 2 once. 3, once. 4, twice. 4, twice. 11, 5 times and 15, 7
times - like I said, 18 successes. The damage code on the weapon is 7M.
You take a 7D, plus 7 above."

First, I thought both opponents rolled, compared their successes, and
THEN the damage was staged up or down.
Second, why would a single die roll, resulting in a 4, against TN2, get
two successes? Rolling one die, and re-rolling the sixes, should come up
with one number - either a success, or failure.
I strongly feel that I'm right, but can't convince the GM that he's
wrong. I say that it's not in the book where you can do that, and he says
is not in the book where he can't. Maybe it's just one of those "GM says
so" rules.
Can someone please confirm or deny this?
Wotok
"Somebody SHOOT me!"
Message no. 2
From: David Buehrer <dbuehrer@****.ORG>
Subject: Re: Question: Rule of Six
Date: Wed, 16 Oct 1996 11:00:38 -0600
Troy Stevenson wrote:
|
|First, let me set up my situation...
|
[snip: a completely fragged up game]
|
| I strongly feel that I'm right, but can't convince the GM that he's
|wrong. I say that it's not in the book where you can do that, and he says
|is not in the book where he can't. Maybe it's just one of those "GM says
|so" rules.
| Can someone please confirm or deny this?

Oh man... I don't believe it. You made that up right?
Cuz if you didn't, that is the worst interpretation of a
rule I've ever heard of.

The rule of six is very simple. In fact, if I'm not
mistaken, there's an example of how it works right in the
rules. Find it and show it to your GM. In fact, suggest
that he re-read the rules again from cover to cover.

Rule of Six: If you roll a six you can re-roll that die
and add it to the previous roll (a six). The only time it
really comes into play is when the target number is higher
than six.

You do *not*, ever, divide the TN into the success test.
If a die exceeds the target number that die is counted as
*one* success. If the TN is a 2 and a die comes up a 5 you
have one success. If the TN is 2 and a die comes up a 6,
you re-roll and get another six, re-roll and get a 4, for a
total of 16, you have *one* success for that die.

If he still won't change his mind I would get up and walk
away. Of course, that's just my personal opinion.

-David

/^\/^\/^\/^\/^\/^\/^\ dbuehrer@****.org /^\/^\/^\/^\/^\/^\/^\
"His thoughts tumbled in his head, making and breaking
alliances like underpants in a dryer without Cling Free."
~~~http://www.geocities.com/TimesSquare/1068/homepage.htm~~~~
Message no. 3
From: David Buehrer <dbuehrer@****.ORG>
Subject: Re: Question: Rule of Six
Date: Wed, 16 Oct 1996 11:03:47 -0600
Troy Stevenson wrote:
|
| "Roll initiative." My initiative is 3D6+10. I roll a 2, 4
|and a 6. He let's me re-roll the six, and I get a 5 - for a grand
|total of 17 + 10, or 27. I didn't know the Rule of Six applied to
|your initiative roll.

It doesn't, and in fact says so quite clearly in the rules,
either under initiative or the Rule of Six. I should point
out that some GMs (myself included) do allow the Rule of
Six to apply to one initiative die (use an odd colored die
to represent it).

-David

/^\/^\/^\/^\/^\/^\/^\ dbuehrer@****.org /^\/^\/^\/^\/^\/^\/^\
"His thoughts tumbled in his head, making and breaking
alliances like underpants in a dryer without Cling Free."
~~~http://www.geocities.com/TimesSquare/1068/homepage.htm~~~~
Message no. 4
From: "Terry L. Amburgey" <xanth@********.UKY.EDU>
Subject: Re: Question: Rule of Six
Date: Wed, 16 Oct 1996 14:27:06 -0400
At 09:41 AM 10/16/96 -0500, you wrote:
[snip]
>I strongly feel that I'm right, but can't convince the GM that he's
>wrong. I say that it's not in the book where you can do that, and he says
>is not in the book where he can't. Maybe it's just one of those "GM says
>so" rules.
> Can someone please confirm or deny this?

I can confirm that; the GM is always right, even when he/she is wrong.
Even if it IS in the book that he can't, it doesn't matter. All of the
'house rule' advocates will tell you that the FASA police won't come
checking for rules compliance.

The only good news is that you can always vote with your feet; as a
last resort you can always blowoff the GM and look for another game.
Terry

Terry L. Amburgey Email: xanth@***.uky.edu
Associate Professor Phone: (606) 257-7726
College of Business and Economics Fax: (606) 257-3577
University of Kentucky
Lexington, KY 40506-0034
Message no. 5
From: Sascha Pabst <Sascha.Pabst@**********.UNI-OLDENBURG.DE>
Subject: Re: Question: Rule of Six
Date: Wed, 16 Oct 1996 19:41:39 +0000
On 16 Oct 96 at 9:41, Troy Stevenson wrote:
[big snip on VERY special rule of six.]
> Can someone please confirm or deny this?
I suppose the group existed prior to you joining? I am quite sure...
Well, what shall I say... welcome to the wonderful world of HOUSE RULES.
There's one rule in the book that says each group can modify the rules. But it
doesn't state this can be a BIG surprise for newbies in that group :-)

Sascha
--
+---___---------+----------------------------------------+--------------------+
| / / _______ | Jhary-a-Conel aka Sascha Pabst |The one who does not|
| / /_/ ____/ |Sascha.Pabst@**********.Uni-Oldenburg.de| learn from history |
| \___ __/ | | is bound to live |
|==== \_/ ======| *Wearing hats is just a way of life* | through it again. |
|LOGOUT FASCISM!| - Me | G. Santayana |
+------------- http://www.informatik.uni-oldenburg.de/~jhary -----------------+
Message no. 6
From: "Steven A. Tinner" <bluewizard@*****.COM>
Subject: Re: Question: Rule of Six
Date: Wed, 16 Oct 1996 21:23:48 -0700
> "Roll initiative." My initiative is 3D6+10. I roll a 2, 4 and a
6. He
> let's me re-roll the six, and I get a 5 - for a grand total of 17 + 10, or
> 27. I didn't know the Rule of Six applied to your initiative roll.

NO! The rule of 6 does NOT apply to initiative rolls!

> "The Big Nasty is going to shoot you with APDS to your head
(snicker)."
> He rolls 8 dice; his target number is 2. He rolls a 1, 1, 2, 3, 4, 4, 6
> and a 6. He re-rolls the two sixes and gets a 5 and another 6. He
> re-rolls the 6 and gets a 3. The final numbers are 1, 1, 2, 3, 4, 4, 11
> and 15. "Oh, man! You're in trouble now... I got 18 successes!!" What!?!
> "2 goes into 2 once. 3, once. 4, twice. 4, twice. 11, 5 times and 15, 7
> times - like I said, 18 successes. The damage code on the weapon is 7M.
> You take a 7D, plus 7 above."

This is just flat out WRONG!
If your TN# is a 4 you don't even bother to reroll 6's!
I have no idea where your GM got this idea, or if he's just trying to
kill you, but it is wrong!

Successes are simply how many DICE rolled above the stated number.
NOT how many times the TN# divides into the highest success!
Tell your GM to re-read the dice rules in the SRII rulebook.

Then again, it could be a house rule he uses, in which case you're
screwed!
Then again, it might be a Horror plot! :-)

Steven A. Tinner
"Ahh! Opposable digits!"
Message no. 7
From: Sedah Drol <sedahdro@****.HOLLI.COM>
Subject: Re: Question: Rule of Six
Date: Wed, 16 Oct 1996 20:58:08 -500
> First, let me set up my situation...
> I started playing Shadowrun with a group I met recently. It's been 10
> months since I last played (I moved).
> The new GM has a very different approach to making die rolls. According to
> him, the Rule of Six has been "thrown out the window" in the new Shadowrun
> version. Only the Rule of One is intact. I have no idea what he's talking
> about (I haven't heard of any 'new' version). Let me give you a couple
> examples of the way he rolls successes:

No rule of Six is still there in Shadowrun Second edition.

>
> "Roll 5 dice versus target number of 4." I roll a 1, 2, 3, 3 and a
6. I
> re-roll the six and get a 3, for a total of 9 on my last die roll. "Not
> bad, you got two successes." What? "Four goes into 9 twice, so you got
> two successes."

No that's incorrect unless he's using some house rule.


> "Roll initiative." My initiative is 3D6+10. I roll a 2, 4 and a
6. He
> let's me re-roll the six, and I get a 5 - for a grand total of 17 + 10, or
> 27. I didn't know the Rule of Six applied to your initiative roll.

Rule of six does not apply to initiative.


> "The Big Nasty is going to shoot you with APDS to your head
(snicker)."
> He rolls 8 dice; his target number is 2. He rolls a 1, 1, 2, 3, 4, 4, 6
> and a 6. He re-rolls the two sixes and gets a 5 and another 6. He
> re-rolls the 6 and gets a 3. The final numbers are 1, 1, 2, 3, 4, 4, 11
> and 15. "Oh, man! You're in trouble now... I got 18 successes!!" What!?!
> "2 goes into 2 once. 3, once. 4, twice. 4, twice. 11, 5 times and 15, 7
> times - like I said, 18 successes. The damage code on the weapon is 7M.
> You take a 7D, plus 7 above."

With your GM's warped method that is correct.

>
> First, I thought both opponents rolled, compared their successes, and
> THEN the damage was staged up or down.

> Second, why would a single die roll, resulting in a 4, against TN2, get
> two successes? Rolling one die, and re-rolling the sixes, should come up
> with one number - either a success, or failure.

It doesn't your GM must be using some really munckin house rule


> I strongly feel that I'm right, but can't convince the GM that he's
> wrong. I say that it's not in the book where you can do that, and he says
> is not in the book where he can't. Maybe it's just one of those "GM says
> so" rules.

You are correct if your GM read the examples in the book which are
used to clarify things, he would know that target numbers are not
divided into the number rolled.

---Sedah Drol

---------
ATTN: Due to lack of Interest, tommorow has been cancelled.
---------
GC3.1
GO>CS d- s:--- a21 c++++>$ u+ P L+ E? W+>W+++ N o? k?
w+>w++++ O--- M-- V PS+++ PE Y+ PGP- t++ 5+ x++ R++>+++$
b- DI++ D+ G++ e* h r++ y++
Message no. 8
From: Gurth <gurth@******.NL>
Subject: Re: Question: Rule of Six
Date: Thu, 17 Oct 1996 13:09:59 +0100
Troy Stevenson said on 9:41/16 Oct 96...

> The new GM has a very different approach to making die rolls. According to
> him, the Rule of Six has been "thrown out the window" in the new Shadowrun
> version. Only the Rule of One is intact. I have no idea what he's talking
> about (I haven't heard of any 'new' version). Let me give you a couple
> examples of the way he rolls successes:

Looks to me like he's got himself quite a lot of house rules that he
didn't other explaining to you... Maybe he's used them so long he forgot
they'e house rules, even.

> "Roll 5 dice versus target number of 4." I roll a 1, 2, 3, 3 and a
6. I
> re-roll the six and get a 3, for a total of 9 on my last die roll. "Not
> bad, you got two successes." What? "Four goes into 9 twice, so you got
> two successes."

I've heard of this being used by others as well -- it's a rule intended
to allow people with a skill of 1 and a hold-out pistol to kill a troll.
The reasoning behind it is, that with a low skill you'll never be able to
do certain things at all, no matter how hard you try. What this GM does is
divide each of your rolls by the TN to find the number of successes, so
everyone can do everything (in theory) by being able to roll enough
successes.

> "Roll initiative." My initiative is 3D6+10. I roll a 2, 4 and a
6. He
> let's me re-roll the six, and I get a 5 - for a grand total of 17 + 10, or
> 27. I didn't know the Rule of Six applied to your initiative roll.

It doesn't, but you have to read between the lines to see it. Only from
the example in the right-hand column of page 79, does it become more or
less clear that the Rule of Six doesn't apply to initiative.

You could point out to him that rolling init is ot a test, and the RoS
only applies to tests.

> "The Big Nasty is going to shoot you with APDS to your head
(snicker)."
> He rolls 8 dice; his target number is 2. He rolls a 1, 1, 2, 3, 4, 4, 6
> and a 6. He re-rolls the two sixes and gets a 5 and another 6. He
> re-rolls the 6 and gets a 3. The final numbers are 1, 1, 2, 3, 4, 4, 11
> and 15. "Oh, man! You're in trouble now... I got 18 successes!!" What!?!
> "2 goes into 2 once. 3, once. 4, twice. 4, twice. 11, 5 times and 15, 7
> times - like I said, 18 successes. The damage code on the weapon is 7M.
> You take a 7D, plus 7 above."

This is the same as your first example. The problem with this rule is
that, although it allows wimps to kill big nasties, it also allows the big
nasties to kill the wimps even faster than with standard rules...

> First, I thought both opponents rolled, compared their successes, and
> THEN the damage was staged up or down.

Yes, you're right. Did this GM ever play SR1, BTW? With those rules, the
attacker rolled and staged damage up, then the target rolled and staged it
down again.

> Second, why would a single die roll, resulting in a 4, against TN2, get
> two successes? Rolling one die, and re-rolling the sixes, should come up
> with one number - either a success, or failure.

Because 4 / 2 = 2. The TN goes into the roll twice, so this GM says it's
two successes. Like I said before, it's most likely intended to give
everybody a chance of killing the monsters. I find another house rule
better for this: if the roll is 6 higher than the TN, you get another
success. 12 higher = 2 extra successes, etc. This is slightly different
from the rule your GM uses, BTW.

For example, if your TN is 4, and you roll 2 dice: 5 and 6. Re-roll the 6,
and get another 5. Your total rolls are 5 and 11, which is two successes
with this rule.

(Thanks, Damion :)

> I strongly feel that I'm right, but can't convince the GM that he's
> wrong. I say that it's not in the book where you can do that, and he says
> is not in the book where he can't. Maybe it's just one of those "GM says
> so" rules.
> Can someone please confirm or deny this?

You are right on all counts. Your GM is using house rules (plus perhaps
some left-over SR1 rules) and it looks to me like he hasn't explained
that fully to you.

--
Gurth@******.nl - http://www.xs4all.nl/~gurth/index.html
"Apestaartje"?!?
-> NERPS Project Leader & Unofficial Shadowrun Guru <-
-> The Plastic Warriors Page: http://www.xs4all.nl/~gurth/plastic.html <-

-----BEGIN GEEK CODE BLOCK-----
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Y PGP- t(+) 5+ X++ R+++>$ tv+(++) b++@ DI? D+ G(++) e h! !r(---) y?
------END GEEK CODE BLOCK------
Message no. 9
From: Asher Rosenberg <asrosenberg@******.COM>
Subject: Re: Question: Rule of Six
Date: Thu, 17 Oct 1996 09:28:09 -0700
----------
> From: David Buehrer <dbuehrer@****.ORG>
> To: SHADOWRN@********.ITRIBE.NET
> Subject: Re: Question: Rule of Six
> Date: Wednesday, October 16, 1996 10:00 AM
>
> Troy Stevenson wrote:
> |
> |First, let me set up my situation...
> |
> [snip: a completely fragged up game]
> |
> | I strongly feel that I'm right, but can't convince the GM that he's
> |wrong. I say that it's not in the book where you can do that, and he
says
> |is not in the book where he can't. Maybe it's just one of those "GM
says
> |so" rules.
> | Can someone please confirm or deny this?
>

<snip>
> Rule of Six: If you roll a six you can re-roll that die
> and add it to the previous roll (a six). The only time it
> really comes into play is when the target number is higher
> than six.
>
> You do *not*, ever, divide the TN into the success test.
> If a die exceeds the target number that die is counted as
> *one* success. If the TN is a 2 and a die comes up a 5 you
> have one success. If the TN is 2 and a die comes up a 6,
> you re-roll and get another six, re-roll and get a 4, for a
> total of 16, you have *one* success for that die.
>

Well, our group plays with a house rule that's similar to what Troy's
describing, and it works pretty well. All 6's in the game (except bonus
initiative dice) are open ended. OTOH, we don't divide the TN into the
total to get the amount of successes. Instead, for every multiple of 6 you
get ABOVE the TN, you got an extra success.

Eg. Your TN is a 3. You roll a 6, then reroll it and get a 4. You're total
is 10, which give you 2 successes ( for 3 and for 9).
You would also have two successes if the TN was 4 (for 4 and 10), but only
one with a TN of 5 (You'd need an 11 for an extra success.)

The big difference between this system and the one Troy's describing is
that it rewards good rolls, but doesn't make a mockery of low TN's. In the
system Troy was talking about, if you rolled a 19 on a Test with a TN of
2,
you'd have 9 successes. Using our system, there would only be 3 successes.

Please note, this is a house rule. I'm not saying you have to adopt it.
Loki offered us the option of using it, and we decided to give it a try.
So far, it seems the system is fair. After all, GM and player rolls have
the same
open ended six rule.
Message no. 10
From: Loki <loki@*******.COM>
Subject: Re: Question: Rule of Six
Date: Thu, 17 Oct 1996 11:39:31 -0700
> Troy Stevenson wrote:
> |
> | "Roll initiative." My initiative is 3D6+10. I roll a 2, 4
> |and a 6. He let's me re-roll the six, and I get a 5 - for a grand
> |total of 17 + 10, or 27. I didn't know the Rule of Six applied to
> |your initiative roll.
>
> It doesn't, and in fact says so quite clearly in the rules,
> either under initiative or the Rule of Six. I should point
> out that some GMs (myself included) do allow the Rule of
> Six to apply to one initiative die (use an odd colored die
> to represent it).
>
> -David

We've added this as a house rule and are play-testing it over the last few
sessions. The natural 1d6 initiative die is the off color one, and is open
ended for 6's. All other initiative die from cyber/bioware, physad powers,
spells and so on are of one other color, and not open ended.

So far it's added a little twist of fate on things. Though the Sammy with
the reaction of 11 and 3d6 initiative should be going faster than Joe
Average corp, he can't completely count on it, since some jolt of adrenline
or other quirk could suddenly have Joe going on a 32...

Also, if critters and such have 2 or 3 natural die for initiative, I roll
all of these as open ended. They were born with those die, and it makes
critters a little more un predictable and quicker, like they're represented
in the comments in the books.

@>-,--'--- Loki

CLARKE'S THIRD LAW:
Any sufficiently advanced technology is indistinguishable from magic.

*********************************************
Poisoned Elves
http://www.netzone.com/~loki/
*********************************************
Message no. 11
From: Caric <caric@*******.COM>
Subject: Re: Question: Rule of Six
Date: Thu, 17 Oct 1996 11:43:25 -0700
> > The new GM has a very different approach to making die rolls.
According to
> > him, the Rule of Six has been "thrown out the window" in the new
Shadowrun
> > version. Only the Rule of One is intact. I have no idea what he's
talking
> > about (I haven't heard of any 'new' version). Let me give you a couple
> > examples of the way he rolls successes:
>

<Snippity snip>

We are using a similar house rule right now in Loki's game. The way we
have it set up is that for every SIX you role above and beyond the target
number you get an extra success. ie: Sammy has target number 4 to shoot the
baddie, he roles his dice and two of them come up sixes. When he rerolls
one is a five and the other is a three the thirteen would be two success
while the nine would still only be one. This helps to add lethality to the
game for the little guys, while not getting insane with an 8 being four
successes if your target number was 2.

We also have added a house rule for initiative that the NATURAL initiative
die is open ended. Again this was to help those woefull mundanes and also
to help out some creatures, because Loki was finding that all his fun
little playthings were getting wacked before they could go unless he had
lot of 'em. If a sammie has wired reflexes, level two lets say, he roles
three dice for initiative, but only one of them is open ended (obviously
this die is of another color). Also say a creature like a tiger has two
initiative dice naturally, in this case both dice would be open ended.


Hope I made this clear I am kind of writing in a flurry of motion.

Both of these rules seem to be working well so far...


Caric
Message no. 12
From: David Buehrer <dbuehrer@******.CARL.ORG>
Subject: Re: Question: Rule of Six
Date: Thu, 17 Oct 1996 13:20:23 -0600
Loki wrote:
|
|Also, if critters and such have 2 or 3 natural die for initiative, I roll
|all of these as open ended. They were born with those die, and it makes
|critters a little more un predictable and quicker, like they're represented
|in the comments in the books.

Now that sounds like fun <evil GM grin>. I'm gonna have to try that.

-David

/^\/^\/^\/^\/^\/^\/^\ dbuehrer@****.org /^\/^\/^\/^\/^\/^\/^\
"His thoughts tumbled in his head, making and breaking
alliances like underpants in a dryer without Cling Free."
~~~http://www.geocities.com/TimesSquare/1068/homepage.htm~~~~
Message no. 13
From: Mike Hartmann <hartmann@***********.M.EUNET.DE>
Subject: Re: Question: Rule of Six
Date: Thu, 17 Oct 1996 23:40:55 +0000
> Date: Wed, 16 Oct 1996 21:23:48 -0700
> Reply-to: bluewizard@*****.com
> From: "Steven A. Tinner" <bluewizard@*****.com>
> Subject: Re: Question: Rule of Six
> To: SHADOWRN@********.ITRIBE.NET

> > "The Big Nasty is going to shoot you with APDS to your head
(snicker)."
> > He rolls 8 dice; his target number is 2. He rolls a 1, 1, 2, 3, 4, 4, 6
> > and a 6. He re-rolls the two sixes and gets a 5 and another 6. He
> > re-rolls the 6 and gets a 3. The final numbers are 1, 1, 2, 3, 4, 4, 11
> > and 15. "Oh, man! You're in trouble now... I got 18 successes!!"
What!?!
> > "2 goes into 2 once. 3, once. 4, twice. 4, twice. 11, 5 times and 15, 7
> > times - like I said, 18 successes. The damage code on the weapon is 7M.
> > You take a 7D, plus 7 above."
>
> This is just flat out WRONG!
> If your TN# is a 4 you don't even bother to reroll 6's!
> I have no idea where your GM got this idea, or if he's just trying to
> kill you, but it is wrong!
>
> Successes are simply how many DICE rolled above the stated number.
> NOT how many times the TN# divides into the highest success!
> Tell your GM to re-read the dice rules in the SRII rulebook.

Perhaps he was trying to use some of that optional rules found on the
net in different places, that allows you to get more successes. But
actually I cant remember any of such rules that divides the successes
by the Tgt#. Most of that rules are something like "for every 6
points above the Tgt# add one extra success". So the 11 would be one
extra and the 15 would be two extra successes....
(I am not going to discuss the usefulness of this rule. At least it
allows for those incredibly lucky shots once in a million where you
can kill an opponent with a light pistol and Firearms 3)

Mike
Message no. 14
From: Loki <loki@*******.COM>
Subject: Re: Question: Rule of Six
Date: Thu, 17 Oct 1996 22:48:21 -0700
<SNIP gross misinterpretation of rules by GM>

> First, I thought both opponents rolled, compared their successes, and
> THEN the damage was staged up or down.

It is. I quoted the page in SRII to someone else earlier. Look it up, it's
in the ranged combast section of SRII step-by-step.

> Second, why would a single die roll, resulting in a 4, against TN2,
get
> two successes? Rolling one die, and re-rolling the sixes, should come up
> with one number - either a success, or failure.
> I strongly feel that I'm right, but can't convince the GM that he's
> wrong. I say that it's not in the book where you can do that, and he
says
> is not in the book where he can't. Maybe it's just one of those "GM says
> so" rules.

Granted it may not say he can't, and a GM is free to do what he will with
the rules. But this is the most wacked way of doing it I've come across. If
he won't listen to reason, and comes off as running the game for himself
and not his players, you may need to get a new GM or find another group.

My players and I play with a house rule for open ended sixes, where every
time you beat the target number by 6 it counts as an extra success. It adds
some fun twists of fate to the game and so far seems to work for all of us,
GM and players. If the T# is 2 and you roll a 9 it's two successes. If the
T# is 4 and you roll a 20 it's 3 successes and so on. Keep in mind this is
only a HOUSE RULE, it can be dropped or altered at a whim. But I'd listen
to what my group wanted before making the change.

Standard vanilla S/R rules is each dice is either a single success or not a
success, no matter what number is rolled. Simple as that. If your GM missed
it, his munchkin tush needs to sit down and re-read the book.

> Can someone please confirm or deny this?

Hope that helped.

@>-,--'--- Loki

CLARKE'S THIRD LAW:
Any sufficiently advanced technology is indistinguishable from magic.

*********************************************
Poisoned Elves
http://www.netzone.com/~loki/
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Further Reading

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