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7th Sea (roll&keep system) rolls/macros help needed

Hello, I'm running a 7th Sea campaign. In most cases Roll20 dice engine is working well, but I need a specific solution for two kinds of macros. First issue is that in 7th Sea you're only allowed to roll up to 10 dices; any dice over 10 should be coverted to additional kept dice (ie 11d10!!k5 shall automaticaly became 10d10!!k6). We're using macros based on character traits and knacks, which looks something like that: "/roll (@{Character|Perception}+@{Character|Wits})d10!!k@{Character|Wits}". Is it possible in Roll20 to set some kind of automatic formula to change any dice beyond 10. into additional kept dice? Second issue is with one of advantages (Combat Reflexes), which allows a character to reroll one of dices rolled for initiative. Our formula is so far "/roll @{Character|Panache}d10sr10r9". The problem is in case of multiple 9. or 10. it will reroll each of them, and the character is allowed only a single reroll. Optimally - maybe it would be possible to specify which dice (or maybe only if highest or lowest) should be rerolled? Could anybody please help with this? If anybody is interested, we've got a working Riposte (both parry and attack) formula for 7th Sea.
1406120949
Pat S.
Forum Champion
Sheet Author
Hate to tell you this but it is going to be the case of eyeballing or using the API which is a mentor feature.
It's definitely not automatic, but you might sorrrrrrta make it work by inserting a few queries in the (@{Character|Perception}+@{Character|Wits}) section. + ?@{# of Dice Kept|0} to ask the user how many dice you're keeping and would add it to the dice count rolled Using the same query in the k# portion .....!!k (5+ ?@{# of Dice Kept|0}) might work to increment that at the same time. More concept than tested method, I'm afraid (at work during a break, atm)
So it's going to be a PITA to code, but what you might be able to do is take #rolled and find out how much above 10 it is using absolute value. To do this I would have attr_extraroll = ( ( (@{preroll}-10) + abs( @preroll}-10) )/2) attr_actualroll = (@{preroll} - @{extraroll}) attr_actualkeep = (@{prekeep} + @{extraroll})
1406198824
The Aaron
Roll20 Production Team
API Scripter
Nick, the OP is using macros, not the API...
Mark - that's the salvation we've ben using in other cases, but for general rolls it would be not quick and automatic enough :( There's simply too much rolls and dice's to keep track, and by using macros we hope to cut manually counting/typing as short as possible. Anyway, thanks for the formula :) For the second part [.....!!k (5+ ?@{# of Dice Kept|0}) ] - do I get it right, that it connects to a new Attribute (# of Dice Kept), and whole formula states that default number of kept dice is 5 plus modificator (!!k(5+...)? Pat, Nick, Aaron - so I guess only way to solve issue #1 is to switch to API :( ?
1409003720
The Aaron
Roll20 Production Team
API Scripter
Currently, that's pretty much the case. =/
1409012653

Edited 1409013211
Lithl
Pro
Sheet Author
API Scripter
Aaron, Nick isn't suggesting to use the API, he's suggesting to use attributes. (((@{preroll} - 10) + abs(@{preroll} - 10)) / 2) == max(@{preroll} - 10, 0), which will result in your "overflow" number of dice. (Where @{preroll} is your die pool, @{Character|Perception}+@{Character|Wits} for example.) (@{preroll} - @{extraroll}) == min(@{preroll}, 10), since @{extraroll} is the amount above 10 that @{preroll} is (or 0 if your die pool is 10 or less). (@{prekeep} + @{extraroll}) == the number of dice to keep, since the overflow count in @{extraroll} is translated directly into extra dice kept. (Where @{prekeep} is the number of dice you would have normally kept.) Note that because you can't do a roll to the effect of (abs(1-2))d10!!k(3+4), you cannot accomplish this as an inline roll. However, you can do something to the effect of /roll [[abs(1-2)]]d10!!k[[3+4]] You're also not required to create new attributes for this solution, although not doing so will make your macros lengthy. /r [[@{Perception} + @{Wits} - (@{Perception} + @{Wits} - 10 + abs(@{Perception} + @{Wits} - 10)) / 2]]d10!!k[[@{Wits} + (@{Perception} + @{Wits} - 10 + abs(@{Perception} + @{Wits} - 10)) / 2]] That should work for a Perception+Wits die pool, using Wits as the base keep number. To change the base keep number change only the very first instance of @{Wits} after the d10!!k. To change the die pool, change all other instances of Perception and Wits.
Nick, Brian - I really envy you those mathematical easiness of thinking :) Solution looks so deceiving simple... So basically, if I get it right (and watching the formula worries me I might not be right :))) ) - it goes like this: [(("pool of dices rolled"-"pool of dices rolled"-10+abs("pool of dices rolled"-10))/2]d10!!k[((Trait+("pool of dices rolled"-10+abs("pool of dices rolled"-10))/2] Do I get it right? What will happen, if formula is more complexed, like: "/roll (@{Character|Perception}+@{Character|Wits}+1 [Advantage dice])d10!!k@{Character|Wits}+@Scrying:Perception [Sorcery point, not dice, bonus]" Where will it go in the above (abs including) example? And what will be added Attributes look like, if it's simplier? How about second issue, the advantage one? Does anybody have any idea how to make it game-mechanics-correct and macros-automated at once :)? And while at the automatics topic... Is it possible to multiply value (in this case, determining TN to be hit, Knack value) x 5, add 5 - and show it as an ability, or anything? Formula looks like that: "/roll (@{Footwork}x5)+5". I mean, guess the problem is it doesn't contain any dice to roll, just the basic counting, but I stepped on the same problem playing another system. Sometimes basic multiplying, then adding and/or substracting for a couple of paramethers might be easier when done automatically.