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R&K rolling system

Hi, Rigth now I'm using roll20 for my D&D 3.5 game, but I would like to use it for my Legend of the Five Rings games. This game use a roll and keep (R&K) system where every roll is done with R d10 dices, but you keep the K d10 you want. For example, in a 3K1 roll you will roll 3d10 but you'll only keep the highest one. Also, almost always you reroll a natural 10 in any dice, so a dice can have a value from 1 to infinite, because in a dice you could have, for example 10+10+10+5 (so lucky), for a total of 35 in only one dice. So, according to the example of 3K1 you could roll respectively for every dice: 11, 7, 22. So you usually will keep the 22 value. If this would have been a 3K2 roll you could keep the 22 and the 11, for a total roll of 33. May be I've explaned it not very well, but it's more simply than it seems, but not as simply of implementate as a normal roll. My question is: is there any intention or posibility to implement this kind of rolls in roll20? If not, we can roll Rd10 and ignore the total, but it would be fantastic! Thanks a lot!
1385913792
Pat S.
Forum Champion
Sheet Author
If I understand you, you want the dice to reroll on max amount. This is referred to as exploding dice. On a d10 it would reroll and add the amounts together. The other part is that you want to keep the highest roll. You could do this two different ways. They are called drop or keep. Go to the wiki and look up the dice preferences. I would help more but it is hard to do on a phone.
Maybe one of the mods can figure it out but I've been unable to replicate this rolling system. I can do the roll and keep easily enough, and I can do the rerolls of 10s easily enough, but I cannot figure out how to add only the rerolls together. I had this same issue when trying to figure out how to do the World of Darkness "10s count as two successes" for specialties. There's simply no way I've found without using the API to isolate the exploded dice from the normally rolled ones. For example, if I do /r 10d10!k3 as a test, and roll 3 10s, I get 13 dice rolls total but my keep value is 30 (the three 10s). The extra three dice rolled by the exploding dice are dropped. Grouped rolls don't seem to help since that would just give me a grand value of all dice rolled (and require comparing to a lower number, i.e. /r {10d10!, 1d10}k3). Rollable tables don't seem to work either or at least I haven't been clever enough to do it. What seems so simple at the table becomes pretty tough when trying to make a generalized dice rolling system that accounts for all the crazy dice rolling methods people have come up with. Miguel, take a look at this thread as well since it discusses the same problem. In the meantime you can use this macro: /r ?{Number of Dice|1}d10! This will spam your chat a bit but show you each individual die roll, plus reroll any 10s. For the adding together you'll just have to do it it manually for the dice after the 10. The keeping will have to be done manually as well since the dice rolling system will end up ignoring your extra dice rolls. Maybe I'm missing something but I don't think so. Good luck!
1385920719
Gauss
Forum Champion
This will work for what you asked: /roll 3d10!!k1 "!!" is our compounded exploding. The problem in the thread that Jacquesne cited is that the poster in that thread also wanted it to reroll 1's once.
Grate! It works! Thank you so much, now the game will be much more agile.
And wat about this: system also says that if you are using an hability with a especiality you can ignore 1s an reroll them for a new value. For example swords(katana) means that every time you ara atacking with a katana, you can ignore 1s, so a 4k2 roll that gets 1,7,6,13 will mean that you could reroll the result 1, and doing so, for example, you get 8. Now you keep 13 and 8, for a total of 21. And you must reroll 10 also. I'll look for it in the wiki. Thanks.
1385975048
Gauss
Forum Champion
And that would be the problem in the thread Jacquesne linked. Short of the API you cannot have it exploding AND rerolling 1's.
Rerolling Dice (B,F) rCP Several systems require that certain dice be reroll, for example brutal weapons in D&D 4e require any 1s or 2s to be re-rolled and the orignal die value ignored. The reroll modifier can be specified multiple times to allow rerolling at multiple Compare Points Example Rerolls 2d10r<2 - Roll 2 d10's and reroll any time a 2 or lower is rolled 8d6r - Roll 8 d6's and reroll any time a 1 is rolled 8d6r2r4r6 - Roll 8 d6's and reroll any time a 2, 4, or 6 is rolled So for a 4k2 rerolling 1s for new values and rerolling 10s and adding I should use: /roll 4d10!!k2r Grate, it works!
1385976858
Gauss
Forum Champion
From the previous thread it is my understanding that in the game system you are using you are supposed to reroll 1's only once. If this is still the case it won't work the way you expect, it will reroll 1's until it fails to roll a 1.
1386142496
GiGs
Pro
Sheet Author
API Scripter
Note that for systems which ask you to reroll a die to replace an existing roll, there is a simple solutions: For 4d6 rerolling 1s, for instance, you can use 4d5+4. No rerolls needed. Since rerolling on a certain number removes that number from the die, you can just make a new die. You cant do this with physical dice, but can do so easily with roll20. (If Gauss is correct that you are only allowed to reroll once, and must keep a 1 if it occurs on the next roll, this system wouldn't work.)
Ok, I've been reading again the rules and it's correct, you only reroll 1s once. Thanks for the ideas, at least we can do 2 rolls: First the /roll 4d10!!k2 roll If we get 1 - 6 - 13 - 4, then we do /roll 1d10!! and so we do de operations manually. Thanks a lot.