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

[Request] I require a API and/or method to fudge a roll.

Ok, I'm a GM for a campaign with a group of friends, I also play along side them using my own PC. Now this character (mine) had a... "dispute" with another character, one thing lead to another and the other PC nearly one shot mine with a lucky crit. now fast forward, my character got -pissed- at him for reasons (same as the dispute before only reversed roles.) I want to karma-infuse the die to crit him back... cus reasons. Is there a way to force a roll a certain number via a command like "/r d20L20" and have it report as a normal d20.
1409125292
Lithl
Pro
Sheet Author
API Scripter
I'm not going to ask you to explain "reasons", but by the same token I'm not going to help write a script to accomplish this. (Yes, it can be done, so long as you're not expecting 3D dice.) This is exactly the sort of thing which, in my opinion, the API shouldn't be used for, and that's not even getting into the discussion of GMPCs and the GM trying to take revenge on a PC.
Shouldn'the, yes but as a GM I am an entertainer first and foremost. The reason start getting into plot and lots of back story I honestly don't expect anyone to agree with me fudgin rolls I do it to increase the fun in my campaign both way not just "this monster hits you cus reasons" i'm not trying to place a 80's guy's mustache on my face. I just want to punch a guy in the face (non lethal damage ofc) with a crit. Without using "because I said so" sry on moblie
I will chime in on this one, on the side of Tyler. Notwithstanding whatever reason he may have, or even what game system he is in. I find myself sometimes wishing I had a way to "fix" the dice but for the opposite reason stated by Tyler. In my game there are times I fudge down on monster or npc dice for the sake of the party. I cover doing that by telling the players I rolls some of my dice the "old fashioned way." And there are some times for the story that I would put "the fix in" for a low or a high result. A script would allow me to put it on the screen for the players to see. I do see your point Brian, it could be a terrible problem in the hands of someone who just wanted to bash their players endlessly. But again I feel if a DM is of that mindset then their game will not last for other reasons other then dice rolls. And Tyler did hit it on the head: this is entertainment.
We've made our stance on this very clear in the past. "/roll" will always be considered by us to be sacrosanct , and our primary objective has always been (e.g. with the QuantumRoll stuff) to make it as "official and fair" as possible. The easiest way to think of it is this: when you /roll, that's like rolling dice out onto a tabletop in real life. If you're thinking of fudging the dice, you roll them behind the GM screen so the roll is secret. That's what /gmroll is for. /roll is intended to mimic those "in the open real dice" as closely as possible. I'm not debating here the merits of whether or not GMs should fudge the dice (I do it sometimes when I GM, so I'm not saying it shouldn't happen), but I'm just saying, that as the official "Roll20 stance" on the issue, we're opting to say 100% that /roll is always a truly random roll, and any fudging will have to happen the old fashioned way behind the screen (or in this case behind a /gmroll).
Fair enough. And I can see your point. Will just keep doing it the old fashion way. Using /roll has certainly added some hilarity to games. For example: A player rolls a D20 and gets a 1. Then rolls the next time and gets a 20. The third roll was another 1. I could hear him howling in frustration three states away.
Well, seeing that I suppose I can just add nonsense "you had this coming" bonuses like I had in the past. I do try to be fair and be quite successful in doing so. I just wanted to see if there was a way of not resorting to because ima gm, but this has given me time to think I think I know how I'll pull it off without too much grief. And for record I'm running 3.5 with a few home brew classes of my own design based of Shin Megami Tensei, Demon summoner, Atma Avatar Tuner, Demi-Fiend, and ofc The Persona User. it just been a house rule that if you crit with any attack you can do some crazy anime styled stuff. Kinda wanted to proc that without the 1 in 20 chance.
1409191254
Stephen S.
Pro
Marketplace Creator
Sheet Author
API Scripter
Here is a a suggestion..... <a href="https://app.roll20.net/forum/post/432151/suggestio" rel="nofollow">https://app.roll20.net/forum/post/432151/suggestio</a>... Breaks no taboos....
be useful for pick pocketing or steal for sure. however my action is less then stealthy. I'm trying to punch a PC in the face... very, very, hard. The real reason i wanted to do this was basically I made the character for a filler since the campaign was built for four... well our fourth was less then reliable. during a side quest designed for three + a NPC mostly the filler character that is now a permanent fixture, the room was cramped up so this... (again my campaign is less then srs considering "anime") 13yo Atma Avatar Tuner with a minor god complex runs ahead to find his own fun. Tsukasa (the Demi-Fiend) is this super serious Yakuza boss, they get into a disagreement because June (my PC, the Atma) ran ahead, without a plan or letting anyone in the party know enter in what's now the soul punch where Tsukasa in a fit of fury against June punches him so hard it nearly one shot him cus he uses a lot of the monk-based unarmed fighting... so he can do that. a weeks later still no sign of our forth... I say sod it, I reset the campaign in the best way I know how. So I walked over to my Timelord spice rack picked out some "timey" some "wimey" some "liney stuff" and threw in some multiverse theory to a boil. punch the three of them into a alternate version of their world one where things went sliiightly different but nothing relevant to the story other then June now properly exists 10 years older (23) Fast forward, first real dungeon as the new group, reaching the first... round of bosses (four elemental fiends, Flamis, Aqua, Eythos, Airthos Guess who is what guise!) the party is looking at their choices, weighing their options... Tsukasa pulls a damn Leeroy and charges into Flamis' room and begins combat... At this point I was conflicted. as a GM I'm laughing cus that was a bad idea. but June is pissed because the side quest where he pulled that and nearly got PK for was in a dream world, he remembers it. so they are recovering from the fight with Flamis and I wanted June to tap Tsukasa on the shoulder and punch him, very, very hard. But I'll just pull the "10 years of built up rage and aggression gives him super strength" card. and be done with it.
Personally I'd love the ability to fudge rolls. It'd be great to have a script which very specifically won't roll a crit (but still shows that as a possibility) so you can turn on soft dice when the things are looking poor for the players. As it is turning to the gmroll lets them know you're fudging at that point. I can understand not wanting to have this functionality however.
1409432686
The Aaron
Roll20 Production Team
API Scripter
I always roll "behind the screen." Story trumps mechanics; I don't want some bad rolls to ruin the fun. To each their own though.
I try to be fair and fun, I show my rolls 90% for combat it's has lead to interesting and funny moments. But I'm going to take advantage of a certain element that has been laying dormant in my campaign, During their stay in the dream world they found basically one use magic trinkets... but I never told them what they did. (teehee) June (my PC) was with them. simple magic hocus pocus. I'll get my Crit.
1409442053

Edited 1409442100
DXWarlock
Sheet Author
API Scripter
I see it as it follows real tabletop. If you want to fudge rolls. a GM does it behind the screen. In actual tabletop you cant "openly roll" and fudge rolls to get a result you want. So no mechanics on here to do so (well none built in). So it follows true tabletop, any rolls in the open are random roll results. To fudge it, you roll in secret and tell the result you wanted anyway.
but that's boooooring :P
Check the !rigroll function in this script: <a href="https://github.com/aarongarrett/inspired.roll20/blob/master/rollers.js" rel="nofollow">https://github.com/aarongarrett/inspired.roll20/blob/master/rollers.js</a>