Roll20 uses cookies to improve your experience on our site. Cookies enable you to enjoy certain features, social sharing functionality, and tailor message and display ads to your interests on our site and others. They also help us understand how our site is being used. By continuing to use our site, you consent to our use of cookies. Update your cookie preferences .
×
Create a free account

Non-equiprobable d100

1669552044

Edited 1669552216
Hello, I'm trying to currently move my D100 probabilities to a more "gaussian" way of working, in order to give my players the feel that if they are good in something they will more likely succeed than being in the low probabilities of an equiprobable system than can take thousands of rolls to equalize itself around a normal distribution. (And this would as well fit with a more representative view of the world). Is there any way to implement a correspondance between a rolling table (yes a 100 slots rolling table i know) and a macro, this way i would use the roll of my D100, and through the rolling table i would get the probability result in my non equiprobable world. And is there any way that i could nest all this inside a macro (rolls for a sheet ?). I couldn't find any way to get and re-use the result of a rolling table, but i'm maybe mistaken. Or maybe if there is a way for creating a dice by choosing the "sides", i could inscript on it directly my probability law. (and no, i don't mean to use several dices to get this result like 3d6, or whatever, cause this you can't directly control the distribution, and it's mostly not really D100 oriented, this leads to strange things like a XdY+ZdW+kdP-(X+Z+k) with respect of (X*Y+Z*W+k*P)=100 which are tough conditions to respect (my algorithm led to nothing most of the time or crazy results). I will gladly take any advice. Thanks, Kyrrian
1669563082
Kraynic
Pro
Sheet Author
You can make a rollable table, fix the probability however you wish, and use that instead of the dice roller d100.&nbsp; The same goes for any die where you want to do different weighting. <a href="https://wiki.roll20.net/Rollable_Tables" rel="nofollow">https://wiki.roll20.net/Rollable_Tables</a>
1669565388

Edited 1669565544
I expressed wrong. I would like to be able to retrieve the result of the rolling table as something i can use, like a number, or a variable. Ofc i can just use the table as a D100 and put weight (as probabilities), and roll my twisted D100 this way. But i would like, for example, to be able to : &nbsp; &nbsp; - Create advantages rolls that keeps the better/lower of two rolls &nbsp; &nbsp; - Mark the "success/failure" by comparison with ability scores My example with multiple dices was because you can actually get the result of the calculus made and use it this way.
1669594221
Kraynic
Pro
Sheet Author
You can already do advantage by keeping the higher of 2 rolls, right?&nbsp; And you can use an attribute call to set the threshold for success/failure or critical success/fail for color highlights of dice rolls.&nbsp; Maybe you should post exactly what you are trying to do with what macros you have tried.
1669646143
timmaugh
Forum Champion
API Scripter
The meta toolbox can help with retrieving/reusing rolls from a rollable table... so you could go about this a lot of different ways. ZeroFrame will let you re-use a roll result (even from a rollable table), and even in further rolls (something Roll20 standard doesn't permit). Muler ( the v2.0 beta ) will let you turn rollable tables into probabalistic mules, letting you make modified rolls against the ranges. For instance, if you had a 5 item table with 10 total weight, where the weights would go: Item&nbsp; |&nbsp; Weight =======|========= 1 &nbsp; &nbsp;| 1 2 | 2 3 | 2 4 | 3 5 &nbsp; &nbsp;| 2 Muler would turn that into a range like: Item&nbsp; |&nbsp; Range =======|========= 1 &nbsp; &nbsp;| &lt;=1 2 | 2-3 3 | 4-5 4 | 6-8 5 &nbsp; &nbsp;| &gt;=9 Now you could roll 1d10 against that to get a result that would match the original probabilities of the rollable table, or you could modify the roll... for instance, an "easy" action could be 1d10+4 (effectively giving you a floor of 3). This is exactly the sort of thing you were describing here: Le chroniqueur &nbsp;said: Is there any way to implement a correspondance between a rolling table (yes a 100 slots rolling table i know) and a macro, this way i would use the roll of my D100, and through the rolling table i would get the probability result in my non equiprobable world. And is there any way that i could nest all this inside a macro (rolls for a sheet ?). If you want to go this route, post back with more of your table distribution and I'll show an example. BTW, I might suggest a script I just released, TableToTable , for handling such a long table. With T3 you can create it in a more friendly place (like a spreadsheet), then paste it into your game in a handout and the script will turn it into a rollable table with the appropriate weights.
Hello, Sorry for not responding earlier, unfortunately i'm trying to make my own sheet beforehand ^^ I'll try to sample my table here into something (cause it seems when i'm trying to import images, roll20 doesn't find this page to publish) we will assume i'm in a D20 :&nbsp; Dice 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 Prob 4,1% 7,9% 9,7% 7% 5,1% 5,6% 7,8% 6,5% 5,2% 6,9% 5% 3,7% 6% 5,5% 3% 2% 2% 2% 2% 3% Cumul 4,1% 12% 21,7% 28,7% 33,8% 39,4% 47,2% 53,7% 58,9% 65,8% 70,8% 74,5% 80,5% 86% 89% 91% 93% 95% 97% 100% This is purely theorical yet, i bet my final distribution will be different. But this is something like this. I'm just trying to tilt results toward the left but staying around a centered distribution. (does not mean i have a normal distribution, my distribution here is kind of a multimodal thingy) But yeah, Muler seems adapted, i'll definetely try it =) Thanks again. Kyrrian
1670276850
timmaugh
Forum Champion
API Scripter
Given that setup, here is what it might look like in a standard Mule (an ability, not muling in a rollable table). For this setup, I added an ability named "WeightedD20" on a character named MuleCharacter . In that ability, I added this text: &lt;=41=1 &lt;=120=2 &lt;=217=3 &lt;=287=4 &lt;=338=5 &lt;=394=6 &lt;=472=7 &lt;=537=8 &lt;=589=9 &lt;=658=10 &lt;=708=11 &lt;=745=12 &lt;=805=13 &lt;=860=14 &lt;=890=15 &lt;=910=16 &lt;=930=17 &lt;=950=18 &lt;=970=19 &gt;=971=20 Couple of things about that: 1) I got rid of the decimals and made it d1000-based. This is because while Muler will properly evaluate something like 4.2 (to know that it is greater than 4.1 but less than 7.9), you can only produce integers using Roll20 rolls -- unless you introduce math, at which point, why not just do it at the beginning, like this? 2) Since these are whole-number based (41 instead of 4.1), we could have done ranges of values: &lt;=41=1 42-120=2 121-217=3 ...etc... But that was more typing, and Muler operates top down for the first match it finds. So if a number is greater than 41, it will look at the next line; if it's greater than 120, it will look at the next line, and so on. Rolling To roll against that, you'll need Muler and ZeroFrame both, but you can do something like this roll template usage: !&amp;{template:default}{{name=D20 Proof of Concept}}{{Original Roll=[[1d1000]]}}{{Result=get.MuleCharacter.WeightedD20.$[[0]].value/get}}{&amp;simple} That syntax requires the Muler beta ... not the 1-click version. Rollable Table Version The Muler 2.0 beta can also use rollable tables (with weighted entries), except that this particular usage has demonstrated a problem I have to solve (where the "named" return from the table would be a number, it could step on the ranges-representing-values, returning the wrong number). I will think about this and see if there is something I can do. Reusing the Value in Other Rolls The only reason you would want to use Muler is so that you could continue to use the value returned in other rolls or math... for instance, if you had to roll 2d20 of these probability-adjusted dice, a rollable table typically won't allow that (it will only return 1). So if you get to the point where you want to total these dice or add them to other numbers or use them in further rolls, ZeroFrame will let you do that. If you can't see how, just post back with what you want to do and I'll see if I can lend a hand.
1670292949
GiGs
Pro
Sheet Author
API Scripter
If you have access to Mods (Scripts), you might be better off bypassing rollableTables completely. Looking at Tim's scripts or ScriptCards might be the way to go.