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HackMaster macros

I'm trying to create macros for a HackMaster game. It involves exploding dice but the re-rolls are at -1. In addition, the exploding die for a d20 is a d6! and for a d100 it's a d20! both at -1. Now something this complicated is not likely within my skills, so if someone could just post the macros, I'd be obliged.
Hi @bloodymage Hackmaster explosions are dealt with using the "Penetrating Dice" formula, so you'd use /r 1d20!p to do the subtractions automatically. You can see more of the advanced dice mechanics in the Help & Support page <a href="http://help.roll20.net/dice-rolling-reference/" rel="nofollow">http://help.roll20.net/dice-rolling-reference/</a>
That just went live today actually :) @bloodymage I do have a few questions about the math. I'm assuming what is done on a real game is: - roll a d10, get a 10 - roll another d10 and subtract 1 from the result (giving you a range from 0 to 9) Is that right? I just want to make sure I have the math right in the dice engine :)
Great. Glad this is out of beta.
Ken, The "p" doesn't do anything. The die explodes w/ no modification. I'll need to subtract 1 from all exploding dice. No biggie but it would be nice to not have to mess w/ it.
Really? Can you go to <a href="http://help.roll20.net/dice-rolling-reference/" rel="nofollow">http://help.roll20.net/dice-rolling-reference/</a> and scroll down to the section titled "Penetrating Exploding Dice (Hackmaster-Style Exploding Dice)" Hit enter on the example dice expression "/roll 5d6!p" a few times. I see it exploding when a 6 is rolled and have never seen it another 6 on explode (it is subtracting 1 from the exploded d6)
EDIT: I take that back, I just saw it roll 3 6s in a row which shouldn't happen. I'll look into the penetration code and figure out what is going on.
Thanks. Much appreciated.
Also, just trying a /r 1d6!p and not seeing any ( 6 + 0 ) results. I've seen multiples of every number from ( 6 + 1 ) through ( 6 + 5 ), but odd that after banging on the keyboard for quite a long time that one combination never popped up.
Also, under a hackmaster, a d20 explodes to a d6-1..not another d20-1. d100 explodes to a d20-1. (iirc)
Here's the snippet from the (now free) Hackmaster Basic: Throughout these rules you’ll notice that many references to die rolls are annotated “dXp”. The ‘p’ suffix indicates that this die ‘penetrates’. Should you roll the maximum value on this particular die, you may re-roll and add the result of the extra die, less one point, to the total (penetration can actually result in simply the maximum die value if a 1 is subsequently rolled, since any fool knows that 1-1=0). This process continues indefinitely as long as the die in question continues to come up maximum (but there’s always only a –1 subtracted from the extra die, even if it’s, say, the third die of penetration). Note that a d20p uses a d6p to compute additional penetration, while a d100p utilizes a d20p.
Oh..and per Kenzerco discussion forums, the d20p used on the d100p doesn't drop to a d6p on a 20. so... d100p = 100 d20p = 20 (-1) d20p = 15 (-1) == Total = 133 d20p = 20 d6p = 6 (-1) d6p = 1 (-1) == Total = 25
(of course, rereading this, it's probably necessary to mention that my additions are referencing Hackmaster 5e)
I just tried again with a d4 and the die exploded but failed to subtract 1.