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Unusual Dice-Rolling? Maybe I'm just missing something...

1428445431

Edited 1428446193
Okay, so, I've been scaling through the Reference page for a bit, but am not making much sense, or at least not seeing, what I think would be of use for my campaign. It's possible that what I'm looking for exists, but my eyes are failing me (and if I'm glancing over it, I'm not inherently identifying it or understanding it). Basically, what I want to have is a roll macro/formula that determines successes out of number of die rolled within specific roll values. For example: For the attack of this weapon to an enemy, I'd want to set it up (as a macro or as a formula (if the player wishes to burst-fire, instead of firing the full 20 shots)) to roll, for an example of a combat situation, 8D30. And of those 8D30s, determine/indicate how many of them succeeded by rolling within the 23-28 range. The closest thing I saw was: Target Number / Successes (B,F) - CP Normally when you perform a roll, Roll20 reports back the total value of all the dice rolled, plus any modifiers. Some game systems, though, work by rolling a set of dice versus a target number, and then adding up the total number of successes instead. Example Success Checks 3d6>3 - Roll 3 d6's and count one success for each roll of 3 or higher 10d6<4 - Roll 10 d6's and count one success for each roll of 4 or less But this isn't quite what I need, as they check for higher or lower values, instead of a range of values... Additionally, let's say that a character has a Class bonus that adds +2 to all ACC (Accuracy) rolls (the D30 in the Z6 weapon above). Assuming the formula for the aforementioned exists or can be made, how would I go about making it roll, to remain constant with the example above, the 8D30s with each D30 having a +2 modifer to the rolled outcome [Example: Roll 1D30: Rolls a 22 (would be a failure), but it modified by the +2 to become a 24 (is now a success); doing this per roll in the 8 rolls for an attack] So, I'm stumped. Idk. I have Weapons cards that use this basic "3d6>3" formula (exampled above), but some weapons, like this Z6 Rotary Cannon, work in more specific ways. Any help here is appreciated! -Fox
1428447907
Gen Kitty
Forum Champion
*peers* Honestly, my first thought? Adjust it so a result of 25+ succeeds. It is the same probability, but much MUCH easier to write macros for... except that someone rolling a natural 28 would succeed, until that +2 kicked in to make it fail. x.x ( What system makes you fail by rolling too well? ) My second thought is "This may take API". Hopefully, someone with far more advanced dice mechanics skills will stop by and poke at this. I'm sorry I can't be more help. :/
Yeah, is there a reason to have the success range be in the middle of a die size?
GenKitty said: *peers* Honestly, my first thought? Adjust it so a result of 25+ succeeds. It is the same probability, but much MUCH easier to write macros for... except that someone rolling a natural 28 would succeed, until that +2 kicked in to make it fail. x.x ( What system makes you fail by rolling too well? ) My second thought is "This may take API". Hopefully, someone with far more advanced dice mechanics skills will stop by and poke at this. I'm sorry I can't be more help. :/ Actually, as far as that (28+2) goes, that'd be considered, with the modifier, a critical hit; same as rolling a Natural. It's a universal thing in the game that any capped roll (in this instance, a 30) is a critical/hella success, while a roll of 1 is a failure/something bad happens. I could change the values to be 25+ for success, but that means changing about twelve cards... ;3; The point in making the cards with specific value ranges was to separate them from standard weapons (blaster pistols and rifles); make them more unique... Maybe I'm trying too hard with it, though...
HoneyBadger said: Yeah, is there a reason to have the success range be in the middle of a die size? The main reason I had was to make things a little bit varied in the weaponry. Plus, at least for some weapons, it would allow room for modifiers to take some more "Hey yeah, lucky shot!" kinds of roles (in the instance above where rolling a D28 out of a D30 would, with the modifier of a +2 from a Class bonus, turn into a critical hit). At least in my mind, it gave that bit of anticipation and blatant, if infrequent, use of modifiers and actually seeing the things my players choose being put to use, in terms of turning the tide of battle, or enhance a skill finesse, or something.
1428461512
Stephen Koontz
Forum Champion
Marketplace Creator
Sheet Author
API Scripter
Compendium Curator
This macro should do what you're asking. [[{8d30cs>26+2}>23]] It's rolling 8d30. On a 1 it will come up a fumble, on a 2-22 it will be a normal fail, on a 23-27 it will be a success, and on a 28+ it will be a critical success.
1428464244
Gen Kitty
Forum Champion
If rolls succeed on those higher numbers, your cards should say that :>
1428464881

Edited 1428467116
Steve K. said: This macro should do what you're asking. [[{8d30cs>26+2}>23]] It's rolling 8d30. On a 1 it will come up a fumble, on a 2-22 it will be a normal fail, on a 23-27 it will be a success, and on a 28+ it will be a critical success. It seems to work well, except that the only time a Critical would be scored is if a Nat 30 (or a roll of 28 affected by the +2 modifier in the example above turns it into a 30). A 29 would be a failure roll. Not sure how that would go about... if that's even possible. Terribly sorry about this, but... How would I go about adjusting this macro to make other macros for varying weapons? For example: The only other type of "Success range" weapon I have gives the player the option to roll up to 20 times for an attack (representing 20 "shots" made by the weapon), rolling a D45 for ACC per shot made (so, basically rolling 20D40), and each shot needs either a 10-15 or 25-35 to succeed. With this one, there's a -3ACC penalty due to a feat (which is "Rapid Shot" in the game, allowing a player an extra 2 shots per attack at the cost of some ACC). I have a sniper rifle that works more simply in rolling 1D20 with needing a value range of 6-14 to succeed (and, obviously Nat20 is critical). The single-most complex weapon I have is this one (and because it's complex as it is, it's going to be the only one of its kind), but was wondering if it were possible to turn it into a formula or a macro of some sort (excluding the "Even numbers hit other enemies" and "Roll D100s" bit, because I'm okay with doing that manually): I guess ultimately, I'd like to know how to break down this macro to alter for different roll types. It seems to be what I need, yes, but now I think it's a matter of applying it/adjusting it on an as-needed basis! I'll try breaking it down right now, just by looking at it (Maybe we'll see if I'm smarter than I make myself out to be): [[{8d30cs>26+2}>23]] " [[ ]] " indicates it's a group of rolls (why there are two brackets on each side, I don't know) " { } " indicates one set of the group of rolls made "8D30" is rolling 8 D30 die "C" is "Criticals" "S" is "Successes" ((Alternately "CS" together is "Critical Success" ?)) ">26" indicates each of the 8 rolls, to be C and/or S (Or "CS" as the alternative) among the 8D30s, need to exceed a value of 26 (+2 for the modifier) ">23" indicates a target value that needs to be rolled to be a basic success (anything lower than that is a failure (assuming that the final outcome per-roll of the 26 includes the +2 modifier?) ). I'm probably wrong, but, meh... ((((EDIT: The more I look at this whole thing, the more I think I may just be better off moving the "varied weapons" into the same format as standard weapons... Maybe this is what I get for making the attempt at a Homebrew game from scratch. ;-; I'm a total noob at macroing and using rolling formulas that is anything more complex than "/roll 5d10" [as an example] ))))
1428465125

Edited 1428465322
GenKitty said: If rolls succeed on those higher numbers, your cards should say that :> I explain it to the group before things start; it's made known (and reminded as needed/asked) that Critical Success and Critical Fail rolls work universally and apply as they would anywhere else. There isn't room on the cards to fit everything I want to [I COULD fit everything on the cards in a Size 5 font, but it'd be impossible to read since I have to throw every card down to about 45KB, because I only have 5MB of upload space to work with and have a lot of things that need uploading. Plus, since it's still a game that's in-development and is growing in size as the campaign progresses, I add more stuff frequently, like characters, maps, more weapons/armor/utility/race/class (etc...) Cards, and more. Usually it's the maps that take up the most space (ranging to almost 400kb in size, each)], so I have to leave some stuff up to information by mouth (or by putting it, which I do, in the "Rulebook / Explanation document" I made via Microsoft Word. xD (Because, y'know, I'm so pro. Lol.)
1428468575
Falcon
Pro
Sheet Author
I read it wrong. the formula is correct - I thought he was adding the +2 to the Critical Success side not the overall roll.
1428468618
Falcon
Pro
Sheet Author
[[ ]] means that it is an inline roll - that's all.