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Dice Roller discounts exploding die

So, last Friday when playing Legend of the Five Rings here on Roll20, we noticed a weird bug when one of the players rolled his attack. In the screenshot, you can see that the player rolled 10d10 with exploding, keeping the highest 7 rolled. And the emphases in L5R's system allows you to re-roll 1s on any action you are specifically trained in, so there's also an r<1 in there. Now, in the screenshot, you can see that the 11 was easily the highest dice rolled, and yet it was dropped. Also it rolled 12 dice instead of 10, when there was only a single 1 which ought to have been re-rolled. I'm assuming that the dice came up first time as a 10, and so exploded and rolled a 1, totalling 11. But because the explosion die was a 1, it somehow discounted the entire roll and decided that it ought to be re-rolled as per the r<1? So, is this working as intended and we're doing something wrong? Or is this a bug? 
1365962605
Konrad J.
Pro
API Scripter
This may be confusing since I have confused myself. :)  It might not even help the conversation, but I tried! I think your assumption is correct.  I'm thinking the r<1 mechanic works off of the actual dice rolled not the compounding of exploded dice total of 11.  Once it saw a 1 it ignored the 10, even though the 10 was first, and the 1 like you say and added a die to reroll. With L5R when a dice explodes on a 10 and then rolls a 1 is the 1 considered for rerolling or just the original die or just rerolling within the exploding die?  I see three  four ways this mechanic could be done 1. the way Roll20 did it, compound the die and ignore any compounding die totals that have a 1 in the rolls (I don't think thats the intended way) 2. compound the exploded die total and then compare to 1.  1's rolled during the compounding are not rerolled within the compounding or outside of the compounding as an extra dice (thats the way I think you want it) 3. compound the die and reroll any 1's in the exploding rolls.  So if you roll a 10 it explodes and then you roll a 1 (you get to reroll this one) and roll a 7, the total for that dice would be 17, no extra dice added 3b. same as 3 except you don't get to reroll 1's during exploding It all depends upon the actual game mechanic, I haven't played L5R. :( I hope some of that helped.
1365963445
Konrad J.
Pro
API Scripter
Probably a better description than my #2 of what you are looking for is... the reroll mechanic (r<1) is compared to the original (10) dice rolled before the explosion/compounding is done. So 10 dice are rolled, any 1's are rerolled.  Then once that is done any 10's explode until something other than a 10 is rolled and totaled together.  Then the 7 highest totals are added together. :)
Yeah. That's pretty much how it ought to work. In L5R, when the dice explodes on a 10, and it rolls a 1, that dice is considered to be 11, and therefore should not be considered for r<1.  So yeah, your #2 is pretty much right on the money.
1365966602
Gauss
Forum Champion
Here is a related thread that may answer your questions:&nbsp; <a href="https://app.roll20.net/forum/post/98021/dice-roller-and-legend-of-the-five-rings#post-98021" rel="nofollow">https://app.roll20.net/forum/post/98021/dice-roller-and-legend-of-the-five-rings#post-98021</a> - Gauss
Okay, thanks. That is indeed the same issue.