Leafia B. said: Okay, so let me try to work this out... I meant to take the Character Bonus thing out, so I'll do that here. There are 3 cases, all of them centered around -1. [[{LD + d0}>-1 ]] * [[ 20 + (LD * 3) ]] [[{LD + d0}=-1 ]] * [[ 20 ]] [[{LD + d0}<-1 ]] * [[ {26 + (LD * 3), 7}kh1 ]] To put the whole thing together: [[
[[{LD + d0}>-1 ]] * [[ 20 + (LD * 3) ]] + [[{LD + d0}=-1 ]] * [[ 20
]] + [[{LD + d0}<-1 ]] * [[ {26 + (LD * 3), 7}kh1 ]] ]] Is that correct? That should almost do it! Two things: Remember that {LD + d0}>0 actually means {LD + d0}>=0, etc. as Roll20 uses inequality signs inclusively. You'll just have to change stuff like {LD + d0}>-1 to {-1 * (LD) + d0}<1 etc. to avoid errors. Leafia B. said: Silvyre said: Here's
a way to create "budget conditional statements" (for conditionally
outputting text strings; figuring out a function is often easier for
purely numerical outputs): Create a few Rollable Table named something like "Result-0", "Result-1", etc. Each Rollable Table represents a different outcome; give each Table Item(s) reflecting this outcome. Conditionally
roll one of the Tables via a roll expression like /r 1t[Result-[[ 1d2 -
1 ]]]], etc. (Note: needs that extra closing bracket for some reason). I'm interested in knowing more about this - it could be used to pick a random line to be displayed when getting a critical hit. How would you go about outputting a text string like this? You could have three Rollable Tables; one for missing, one for hitting, one for critting. e.g. Attack-0, Attack-1, Attack-2, respectively. Each could use multiple Table Items for your "random lines". Then, use something like: Result: [[ 1t[Attack-[[ 1d20>20f<[[@{target|AC} - 1]] + 1 ]]]] ]] You'd need to use 3D Dice to view the exact roll result.