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Custom Dice, and Unique Criticals

Hello, I'm running a system based on rolling a number of d12s, and keeping the two highest. So that part is easy "/r xd12k2 + Y".  The tricky part is how criticals work. To determine critical effects, you look at ALL the dice rolled, not just the two highest, and count the number of 10s, 11s, and 12s. Critical tiers happen at 2, 4, and 5 total 10s, 11s, and 12s. So, e.g., rolling five dice and getting 3 10 7 11 4 would be a critical. The total would be 10+11+modifier+crit modifier of +5. So far we've been doing okay by just rolling the base k2 roll, and adding the critical modifiers on ourselves. But I'm wondering if there is any way to combine these so that the number of 10s, 11s and 12s is counted, and then a +5, +10, or +15 modifier is added onto the total. I've read through a lot of documentation this morning, but haven't found any obvious way to do so. I'll note that the cs>20 roll modifier will not work, because it's possible for a total of 20 to be a critical (as with 10 3 10 4 8), and it's possible for it not to be (as with 11 9 3 4 3). Both of those add the two highest to get 20, but only the first is a critical roll. Any help, even just confirmation that "no, this is impossible", is appreciated.
1647023303
GiGs
Pro
Sheet Author
API Scripter
That looks impossible. You generally cant do two different operations on the same dice roll (k2 and checking criticals against all of the dice is two different operations). You're a Pro user, if your campaign is Pro than you can do this with an API script. Using ScriptCards is probably the best way to achieve it.
Using ScriptCards would be the best way if it's available but there is an ugly way as a roll command /r [[2-[[{2,[[?{Dice|5}-[[?{Dice}d12<9]] ]]}kl1]] ]]*0 + ($[[0]]d9k$[[3]] + $[[1]]d3k2 + 9*$[[2]])[dice] +(?{Mod|0})[mod] +{5*{2,4,5}<$[[1]]}[crit] It works by first rolling to determine how many low and crit-range rolls there are, which in a roll command can be reused to then roll their values and compared for the crit modifier.
1647031574
GiGs
Pro
Sheet Author
API Scripter
When I say a roll is impossible, it's always with the caveat, "except for RainbowEncoder".
Thank you both for the replies! I'm super impressed but a bit mystified by the formula. I don't think it's quite right (at minimum, the <9 should be <10 I think), but some testing I can't really tell whether the results are correct or not. If it IS correct (which would be impressive), I think it's still unsatisfying to players since it's not going to show them their actual dice rolls. Again, appreciate it, though!!
1647037042
GiGs
Pro
Sheet Author
API Scripter
Rudy H. said: (at minimum, the <9 should be <10 I think), In roll20 the < and > symbols mean <= and >=.
Rudy H. said: Thank you both for the replies! I'm super impressed but a bit mystified by the formula. I don't think it's quite right (at minimum, the <9 should be <10 I think), but some testing I can't really tell whether the results are correct or not. If it IS correct (which would be impressive), I think it's still unsatisfying to players since it's not going to show them their actual dice rolls. Again, appreciate it, though!! Yeah, it's not so easy to read. The low rolls are displayed as is but the high rolls are represented by a d3 + 9. However it can be made to display the actual rolls using a rollable table with values 10, 11 and 12 /r [[0*[[5*{2,4,5}<[[?{Dice|5}-[[?{Dice}d12<9cs0cf0]] ]] ]]+(?{Mod|0})]][mod] + {$[[1]]t[highroll] + $[[0]]d9[lowroll]}k2 + $[[2]][crit] So with a rollable table "highroll" I could simplify the macro and ensure all rolls are displayed by their actual values. I was also able to hide away the various calculations so the only numbers shown are the provided modifier, the actual dice rolls and the calculated crit modifier.