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Armello Conundrums: Exploding Roll Tables and more

I've been trying to create an Armello RP using the dice found in game, which has 6 sides all with different graphics on them. This brings up some problems for mechanics. 1. I need dice to explode whenever I roll one specific side 2. Dice roll attack and defence. It would be great if I could get two results after rolling a set of dice- one for each If anyone knows how to handle either of these problems I'd appreciate it
1480966502
Scott C.
Forum Champion
Sheet Author
API Scripter
Compendium Curator
That's beyond the scope of the dice engine and would require an APIscript (pro perk). Can you just assign pseudonumbers to each image and then roll a normal dice?
1481007893

Edited 1481008044
Lithl
Pro
Sheet Author
API Scripter
Scott C. said: That's beyond the scope of the dice engine and would require an APIscript (pro perk). Can you just assign pseudonumbers to each image and then roll a normal dice? Armello dice have Sword, Shield, Sun, Moon, Wyld, and Rot faces. Sword is 1 hit, Shield is 1 block, Sun is 1 hit during daytime (miss during night), Moon is 1 hit during nighttime (miss during day), Wyld is 1 hit and explodes, Rot is a miss. There are effects which make Swords, Suns, and Moons explode, and a corrupted character flips the effects of Wyld and Rot faces. (The King also has a unique item which grants a sort of reverse-explosion; for each miss rolled by the player attacking the King, the king gets an extra die.) Before rolling, certain effects grant automatic Swords, Shields, or dice in addition to the normal die pool. Attacker and blocker can burn cards to turn dice from their pool into specific results (depending on the card burned). Defender's blocks are subtracted from attacker's hits, attacker's blocks are subtracted from defender's hits, and any remaining hits are dealt as damage to the appropriate combatant. In short, no, assigning a number to each face doesn't really solve the problem
Rollable Table and do the exploding as an additional roll on the rollable table?
Thanks, both of you.  Yes, I should have explained the specifics of the Armello dice first really. I can resolve the problem of day and night switches and also the corrupted switch (where rots instead of wylds explode) by creating a set of roll tables which account for these differences. At the moment I can make a roll table that adds up the amount of hits, by just assigning a value of 1 to swords, suns and wylds, but I can't account for shields or anything that might be a defence. I would be interested to hear more about what I would be able to do with the API scripts though. What I think needs to be done is for me to either be able to get the computer to rank the faces i.e rot<moon<shield<sword<sun<wyld so then when I ask it to explode it recognises rolling a wyld for that condition, or being able to write a simple if:then statement along the lines of if wyld: then roll 1t[Armello-Dice]. To make defence and attacks separate, I think that I'd need the engine to be able to use the results from the previous line and then have two totals with an inline statement naming them attack and defence. If these things are possible or you have a better way that you think this could be accomplished I would appreciate it.
al e. said: Rollable Table and do the exploding as an additional roll on the rollable table? That definitely is the simplest way of going about it, but it does require things to get more manual than I would like it to. If it comes to it that is the way I'll go about it
1481066805
Lithl
Pro
Sheet Author
API Scripter
George B. said: I would be interested to hear more about what I would be able to do with the API scripts though. What I think needs to be done is for me to either be able to get the computer to rank the faces i.e rot<moon<shield<sword<sun<wyld so then when I ask it to explode it recognises rolling a wyld for that condition, or being able to write a simple if:then statement along the lines of if wyld: then roll 1t[Armello-Dice]. To make defence and attacks separate, I think that I'd need the engine to be able to use the results from the previous line and then have two totals with an inline statement naming them attack and defence. If these things are possible or you have a better way that you think this could be accomplished I would appreciate it. The API would be capable of doing the whole shebang correctly in one throw.
1481093528

Edited 1481093549
Lithl
Pro
Sheet Author
API Scripter
Here's a gist with an unfinished script that would roll Armello dice. The main innovation here is that the script matches numbers on a standard d6 with the Armello dice faces dynamically, and then chooses an explode point. For example, a corrupted character with the Ruby ring would be rolling {pool}d6!>5, where 1 = Moon, 2 = Sun, 3 = Wyld, 4 = Shield, 5 = Rot, 6 = Sword. A non-corrupted character with both Moon Scythe and Aflame, on the other hand, would be rolling {pool}d6!>4, where 1 = Sword, 2 = Rot, 3 = Shield, 4 = Wyld, 5 = Sun, 6 = Moon. The script as-is will let you do a command like  !armello --pool 10 --pool 8 --explodesword false --explodesun false --explodemoon false to roll 10 attack dice vs. 8 defending dice with only Wyld faces exploding on both sides, treating Moon faces as hits. The API console would then log something like: "Attack hits:   6" "Attack blocks: 2" "Defend hits:   7" "Defend blocks: 0" I plan to work more on this to make it usable, but I need to go to bed. =)
That would be perfect if you could finish that at some point- Thanks Brian. So would I just need to upgrade to Pro and find the script you've written?