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Compounding dice with integer modifiers?

Hi, there. I'm currently running a game system that uses rolls with compound explosive dice, keeping of the highest results, and additive modifiers that can apply for each explode. I've figured out the syntax well enough so that I can make it work with the exception of the additive modifiers. In other words, is there a way to do compounding explosive rolls that add an integer value every time the die explodes? A sample of something I am likely to roll would be "{4d12!!>11}kh1". Here you see that I want to keep the highest result of 4 compound explosive d12's, and the die will explode if the result of a die is 11 or 12. However, if a character has a particularly high stat I would have to add a +1 or more every time that d12 is rolled in a string of explosions. If anybody had any insight to share regarding this, I'd be most appreciative.
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John D. said: However, if a character has a particularly high stat I would have to add a +1 or more every time that d12 is rolled in a string of explosions. How is this bonus calculated?
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The bonus comes from having a high stat. In this system, the stat score determines the die rolled, while the number of dice rolled is determined by another variable relevant to the application of the roll. At a stat of 11 or higher, you roll d12's. If the stat is 13 or higher, there is a flat additive bonus to each die rolled on that stat (+1 at 13-14, +2 at 15-16, and so on). That flat bonus is added to each die , which means if the d12 lands on 12 where the stat is 15, then the result of the d12 has 2 added to it as well as the result of another d12 that also has 2 added to it. One alternative solution would be having something that allows the Roll20 output window to show how many times the highest die exploded. It's not the ideal solution, but it would be acceptable.