
Hello roll20 community, Though I'm not unfamiliar with programming languages, I haven't had the chance to test the limits of the API on roll20. I'm currently running a GURPS game while ignoring a lot of the rules to keep things moving. If I could automate the crunch in the system I'd be able to run a real gurps game. To be clear, I'm not asking other people to do this for me, I just want to know if it's possible - if I can help someone out by making these scripts I'd be happy to re-learn javascript. I would love to hear from those of you who know its limits to tell me if this is possible In GURPS combat, one attack is: Roll 3d6 to see if you hit. Call this AttackerRoll Roll 3d6 to see if the target dodges/parries. Call this DefenderRoll. If Defender succeeds, drop all further calculations. If Defender fails, continue: For the Attacker, if using rapid fire, calculate the success rate compared to recoil value. This would track how many shots hit the target. Report the # of hits to the chat for the players to roll damage on. Next, roll 3d6 for HIt Location Table. Send hit location result to the chat. Next, calculate damage to hit location. This will tell the GM/players the maximum possible damage for the target to suffer on the targeted limb (so you can't kill someone by shooting them in the foot). For simplicity, just have a marker for players when they roll damage, like /r 5d6+2 WD where WD would indicate the script to interpret as a damage roll. Divide the Defender's DR by the weapon's Armor Divisor Multiply the Defender's DR by number of hits. For the Defender, after the damage is done, roll 3d6 for Shock. As you can see, the amount of rolls and number crunching at a glance can slow things down a lot. I've avoided running the game with all of this stuff to keep things fun - we all like simulationism but simulations are best done with a computer to do the numbers for you. Thank you roll20 community, and have a wonderful day