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Fate Core Red and Blue dice in roll20 script

Hello, can someone tell me how I can implement a script for Blue and Red dice in Fate Core? <a href="https://fate-srd.com/fate-system-toolkit/weapons-and-armor-alternatives#red-and-blue-dice" rel="nofollow">https://fate-srd.com/fate-system-toolkit/weapons-and-armor-alternatives#red-and-blue-dice</a> When rolled 4dF script mast N times add +2 instead of +1 on the dice on which rolled [+] For example: On a roll with two red dice, 4df = [+] [-] [+] [0],&nbsp;the result should be +3, but on same roll with one red dice result should +2. And also, is it possible to make a similar script that would consider N [-] for 0, or N [-] for -2?
hmm. It looks like those red/blue dice rules mainly care about when plusses come up on specific dice.&nbsp; You can use the critical success rules to highlight those: /r 4dF will just roll 4 fudge dice, and give you results normally. /r 4dFcs&gt;1 will roll 4 fudge dice, and give you the same result, but also highlight any plusses rolled green to designate critical successes. /r 2dFcs&gt;1+2dF will roll 4 fudge dice, but only highlight plusses rolled on the first two dice--which is more or less what you're looking for if you're rolling 2 red weapon dice, right?
1641274304
The Aaron
Roll20 Production Team
API Scripter
Short of an API script, I think the only option where the math works out would be to create Rollable Tables: Then just combine them in the rolls: You can of course just use inline rolls: [[2t[rf]+2t[f]]]
1641301323
timmaugh
Forum Champion
API Scripter
Just a couple of small clarifications on the application of the rule... MCmamont said: For example: On a roll with two red dice, 4df = [+] [-] [+] [0],&nbsp;the result should be +3, but on same roll with one red dice result should +2. I don't read it that way. I think, like Aaron showed, it has to be specifically the red or blue di(c)e that roll the [+] in order for the bump from +1 to +2 to happen... it can't just be any-old-[+] in the result set. Is that the way the rule reads to you? Also, I'll second what Aaron said about needing an API script to do this properly, since I'm not sure the rollable table gets you all the way there, either -- again, at least how I'm reading the rule. But I could be wrong. To me, the rule seems to have you total the value of the roll with the -1, 0, +1 scale of red/blue di(c)e, and only if the roll values out to a 0 or better (a tie or positive) does the scale of the red/blue fudge di(c)e change to -1, 0, +2. In other words, the bonus can't help you make the roll a tie-or-better, but it enhances it if that's what you roll. Rainbow Encoder might have some suggestion for this, but the need to test a conditional and/or re-use rolls would point to the need for an API script.
Thanks everyone for the advice. And, probably, it is worth clarifying that I needed exactly +2 on certain cubes, because through the red cube I am interested in implementing not the weapon rating, but the skill checks themselves. I asked formula in the Russian-speaking community for this&nbsp;and they advised: [[floor(((d3)**2)/3)-1]]. So the roll now looks something like this. /r { [[floor(((d3)**2)/3)-1]] + [[floor(((d3)**2)/3)-1]] } + { [[df]] + [[df]] }