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Can I set a "floor" with MonsterHitDice?

Hello everyone. I'm late to the party but I just added MonsterHitDice to my game. Love the concept, I used to go in manually and change HP from the book's average. It seemed silly that the players always know or figure out exactly how many HP their enemies have (whenever all the HP are identical). The one drawback I'm having is when a monster/enemy just happens to roll really ridiculously low. It's going to happen, obviously, so then I find myself going back through all the tokens and trying to identify which ones are simply too low. It almost defeats the purpose of having !mhd roll them for me. Is there a way we could set a minimum "floor" for each die roll? For example, I'd be happy with setting something at maybe 35%, so if a die roll is not at least 35% of its potential maximum, it gets re-rolled. So in that case, a d8 that rolls 2 or less would get re-rolled, a d10 that rolls 3 or less would re-roll, a d12 that rolls 4 or less would re-roll, etc. I could imagine it being something we could add to each command of !mhd like maybe !mhd --min35 or something. I can imagine someone wanting to do the same but with a maximum instead of a minimum.  Maybe there is some other script that already does this, or maybe we could tweak the original MHD to add this functionality. ???
1636053243
The Aaron
Roll20 Production Team
API Scripter
I think I can add that pretty easily. I'll probably add it as a setting but with a command line override. That way for drag in and copy/paste tokens it can still be applied. I'm not sure anyone would use a max filter, but maybe if you were trying to set up and encounter with intentionally weakened creatures (regional holy effect against undead maybe?) it might happen. Easy enough to add both. 
oh man that'd be awesome. Yeah, maybe, if they're fighting like a dozen enemies in my "carefully balanced" encounter, and if a majority of the enemies just happened to roll WAY above average HP, that might throw off the balance more than I wanted, I suppose. I was mainly concerned about how often I'm going in and fixing ones that are too weak (I think their comrades would say "dude, you look terrible, just sit this one out") but I could see someone having the opposite problem. Thanks so much (and you can ignore the PM I sent you, lol)
I actually love the super low and super high rolls, I usually catch them right away and describe them specially to the players with something wrong or special about them.  
For those of us who do not love it, or want to control it occasionally when necessary, this will be a fantastic optional feature. Thank you for working on this Aaron, I really appreciate it.
In the olden days I used to substitute (d6+2) for d8s.  Be a lot of editing to do it now, though.
Yeah that's exactly the idea I am going for. I'm very stoked that Aaron is going to look into it. I was very happy to find the API and then over and over the groups of monsters were ridiculously low or high, really played havoc with the balance. What was supposed to be "Hard" suddenly becomes a TPK or a cakewalk depending. Being able to set a ceiling and floor percentage would let each person customize it (or ignore it) to their heart's content without having to go back in and check every monster
HI Aaron, just thought I'd touch base on this. I'm sure it is easy to lose track or forget about, life is busy. If you're still interested in putting some "floor and ceiling" variables on this, I'd be very happy to put them to use. I think we were landing on the idea of being able to set a "percent" limit, like maybe I could set a floor of at least 35% maximum hit points possible (so there is some variability among a group of same enemies but it would prevent a bunch of weaklings from being rolled unexpectedly) and a ceiling of no more than, idk, say 75% of their hit point maximum (to prevent a group of enemies being massively more powerful than I was expecting). Thanks, didn't want to pester you but thought maybe you just forgot or got busy.
1636914088
The Aaron
Roll20 Production Team
API Scripter
It's still on my short list, it's just been a busy week: (I use an app called Due to remind me daily of things I need to work on.)
Thumbs up. Thanks
1637127940
The Aaron
Roll20 Production Team
API Scripter
Ug. This will be slightly more complicated than I thought.  Not because the actual math part is hard, but because this is one of my few scripts that uses the user options method of configuration.  User Options, frankly, is more trouble than it's worth.  I'll need to rip out all that code and replace it with an ingame configuration system.  Sorry this is taking so long.
No problem, I appreciate you doing it at all