EDIT: Posted as a separate topic, but we're talking about the same thing and game and all. I've spent the past hour or two looking around the forum and wiki,
trying out bits and pieces here and there, but I cannot seem to figure
out how to make exploding dice have modifiers added to them. We're
basically running a system where you roll for damage and you roll
maximum possible damage, you roll again without Stat modifier. Thing is
that there are other modifiers, such as damage buffs, which factor in. Say
I wield a sword, which deals 1D10 damage, and I have Sword Training
trait which gives me +2 (all numbers are arbitary) to all sword damage.
Swords are reliant on Strength, which gives me +5 damage ontop. I
roll a 10+5+2 = 17 on damage, which is a crit, therefor I roll 1D10
again, this time without +5 since it's a Stat Mod, but still with +2
since it's a buff to sword damage. Exploding dice rolls add all
chaining crits, but adds the modifiers in the end, meaning you can have
chained 5 10s and a 4, but there's only been added +2 from Sword
Training, where +12 should've been added. My best guess would've
been: /roll (1D10+2)!+5, telling Roll20 that all rolls of 12 should
explode and then add 5 to the sum. Basically Exploding Dice, but
shifting the test and addition by +2. This, however, only rolls 1D10 and adds 2,
leaving out +5 entirely. Another function of this would allow
several dice to add to a sum, which would then explode and call the
multi-dice roll again. An example would be a minion spell I'm using,
whose attack could be: /roll (2D4+4)!, checking for all occasions where
both D4s have rolled max and would then explode, calling the entire roll
function again, adding another 2D4+4 to the damage.