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Recursive table question

Is the max I can have up for a table 10 things and then I have to adjust the weight for the frequency it happens or can I add more "randomness?" I would like to keep building in a table if that's possible. I plan on having a random encounter for the sewers (10 to start- then as the campaign moves to another location- those things I made could still be used but I get a new geographic area to play with new beasties for an underground atmosphere. Same could be said for above ground, or in a an asylum or wherever. 
You do not need to build tables that have weights that are all integers at all.  You could have a table with 13 items that are all weighted '1', and each one will have a 7.69% chance of being selected.  Or a table with 10 items, but item #1 is weighted '4' and the rest are weighted as '1', so all of the 1s will have a 7.69% chance, and the item #1 with a '4' weight will have a 30.77% chance of being selected. There is no maximum number of table items (other than a practical one somewhere probably in the tens of thousands where the system could time out when trying to add new ones or make rolls on the table). I have a table with a couple thousand entries in it and it works just fine.
1672512959

Edited 1672513009
Hmm okay. How can I setup multiple tables so they don't conflict with each other ? I tried to set one up and maybe I got a little to impatient or missed something. My idea is: I have my own random encounter table. Then when the party hits a dead spot in movement, whatever I allow 1 person to roll for the random encounter. This way they either see, hear or sense something that is about to happen to them rather than me just springing things on them all the time. I have the mystery roll setup in my system so this will back me up. How do I set this up so the multiple tables don't conflict with each other ? I'm sure I'm mistyping something in my syntax for the player random table to not work or missing something.
1672513627
Gauss
Forum Champion
Each table has its own name, there is no conflict as long as you don't name them the same thing. 
I'm not understanding what is happening, and what you mean by the tables are conflicting with each other.  If you could post screenshots of what your Rollable Tables setup looks like, and whatever macros you are using to call them, that would be helpful.
This is labeled Player Sewer Random Encounter !rt &{template:callofcthulhu}{{name=Random Encounters}}{{title=Sewer Encounters}}{{roll=[[1t[Sewer-Encounters]]]} My secret table works. which is the top sewer encounter. I am trying to dial in the player one.
1672521245

Edited 1672525312
The Aaron
Roll20 Production Team
API Scripter
RecursiveTable defaults to a maximum of 10 recursions. There's a way to extend that, just check the help: !rt --help Edit: Though now that I read this more closely, that's probably not what you were asking about... =D
I figured it out- I had a syntax error. 1 too many or 1 less bracket in the mix. I got it working.