Sure. I'm making a homebrew RPG with a basic dice rolling mechanic of 3dX, where X is based on skill level, and the goal is to roll low, so 3d4 is the best skill level and 3d20 is the worst. I want to avoid additive and subtractive modifiers to the die roll, so I use bonus and penalty dice. If a person is rolling at skill level 3d12, and has two bonus dice to roll, they actually roll (3+2)d12dh(2). If it's two penalty dice, the roll is (3+2)d12dl(2). The result bonus and penalty dice rolled this way on the distribution is a very predictable skew to the bell curve while keeping the same range of results for a given skill level. If only one type is ever used, there's no issues. But if both type of extra dice can affect a roll, things get more complex. These dice cancel each other out in my rules, so 2 bonus dice and 1 penalty die = 1 bonus die. Effectively, a penalty die is a negative bonus die. A first attempt at coming up with a generic formula that handles both bonus and penalty dice without API intervention might be: (3+abs(B-P))d(X)d(P-B), given B = # of Bonus dice, P = # of Penalty dice, and X = # of sides for the dice rolled, based on skill level So let's say somebody is rolling 3d12 with 2 penalty and 1 bonus die. Plug the numbers in and you get the following roll spec: (3+abs(1-2))d(12)d(2-1) = 4d12d1 But if the bonus dice outnumber the penalty dice (X = 12, B = 2, P = 1): (3+abs(2-1))d(12)d(1-2) = 4d12d-1 And then the dice rolling system breaks, because it cannot handle dropping negative dice. if the system knew to change that to: 4d12dh1 then everything would work just fine, and I'd have a single, very elegant dice rolling formula to support my homebrew system. While I ask for this only for my own homebrew (and thus not even remotely popular enough to get votes) system, my system is inspired by D&D 5e advantage and disadvantage, which would also benefit from this feature being added.