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Critical Save & Failure in more complicated variable equations

Is it presently possible to have the Critical save functionality to work without an actual roll taking place? For example I have the following equation: ( 1d4 + @{MOD} ) cs > @{save value} So rolling your dice, adding a sheet variable, then checking to see if that passes versus a second sheet variable, and have that flag as green if successful. Is this doable somehow? My current explorations have not been too fruitful.
1457367752

Edited 1457367760
Nope. There must be a roll for the cs or cf flags to work. 
1457368899

Edited 1457368924
That is unfortunate. Thanks for the reply! This can be closed.
Maybe I'm not understanding correctly, but I wanted to point out that this is possible: [[ 1d4cs>[[@{save value} - @{MOD}]] ]]
1457390183

Edited 1457390229
vÍnce
Pro
Sheet Author
It's funny, I typed up that very same formula earlier but thought I was confused over what was being asked so I canned it... lol
Yeah... I was confused as well and simply answered based off the no roll taking place.
The problem with that equation is that the save in this instance is the roll+mod vs fail rate, which makes it trickey. 
Would this work? [[ 1d4cs>[[@{save value} - @{MOD}]] + @{MOD} ]]
Can you post the actual text of the rule and what game system it is from? That would greatly help in solving this.
1457443415

Edited 1457443545
It's from a custom game system my group plays with as a homebrew with a new system based off of five saves they compare with a fail value that levels as they do. The idea is to prevent the sort of over-compensating in skills you see in Pathfinder where a player has 35 in Diplomacy and never has a challenge in negotiation. Each of the saves has the player choose a base dice (1d4, 1d5, and 1d6, they get one of the 1d4 and 1d6 dice to choose what they are best and worst at, and then the rest of the five are 1d5s) and their fail rate starts at 3 and goes up by 1 every few levels. The players also gain points they can invest each level to keep their balance across these stats or specialize. These replace both skills and the saving throws in our pathfinder game (the five saves are Allure, Willpower, Technique, Fortitude, and Reflex). When players make a check, they roll against their fail rate the same as an attack would roll against AC, they have to meet or beat that number in order to succeed. Critical successes and critical failures in the roll always trump the roll itself though, (so a player with a 1d4 Allure Save always has a 25% chance to fail or succeed regardless of the mod). So, for example: Allure Save: 1d4 Allure Mod: 2 (1 from leveling and 1 from a ring they got) Fail Rate: 4 Right now they would roll Allure Save:[[([[1d4]] + 2)]] vs Fail:[[(4)]] If the player rolls a 2, they would have 4 vs 4 and pass the check as you have to meet or beat the rate (same as AC). Which works well enough for now. It will show the critical success of the dice, add the mod, and then allow players to compare that with the fail. I have the fail rigged so the value always shows critical fail (@{FailAllure} is [[1d1cf>2 + [[FailAllureValue]] -1]]  which will output the fail value from their character sheet in the calculation as a critical fail each time). What I want, though would be to have this all wrapped into one equation, with it showing critical success in the first half of that equation (so have it flag as critical success compared to the Fail or the mixed-bag blue highlight of both critical successes and failures if they fail the initial allure save). I don't think it is currently possible though.
1457447775

Edited 1457453050
Ok, I think I finally see what you want. And Silvyre had it right above. [[1d4cf>[[@{FailRate} - @{Mod}]] + @{Mod}]] vs Fail @{FailRate}
That works perfectly, thank you everyone!