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[Macro Help] The Rule of Ten

1387541669
Tom
Pro
Sheet Author
So I've got most of the macros/abilities for my Witch Hunter game built and ready to go. But there is one rule that I haven't addressed and that's the "rule of ten". Essentially, players never roll more than 10 dice for any test. For every 2 dice over 10 the situation calls for, the receive a free success. Now we're pretty early in the campaign, so I don't see this as being an issue yet. But is there a way to build that command into a macro? Right now, a basic skill roll looks like this: /roll [[@{Ability}+@{skill}+?{modifiers|0}]]d10!10>7sd So is there a command I could include that would cap the dice rolled at 10 and convert any 2 dice beyond that to free successes? Thanks!
Try these two rolls. Can't get into campaign from work to test. /roll [[(@{Ability}+@{skill}+?{modifiers|0})d1kh10]]d10!10>7sd [[floor(((@{Ability}+@{skill}+?{modifiers|0})-10)/2)]] bonus successes, ignoring results < 0.
1387664610
GiGs
Pro
Sheet Author
API Scripter
Brandon's suggestion rolls more than 10 dice, but keeps the 10 highest. This skews the odds. Tom, one thing to consider: the reason for the limit on 10 dice, is so that players don't ahve to roll unwieldy amounts of dice. In roll20, you might as well ignore that limit (and the bonus of 1 per 2 dice over 10), and just let the system roll more than 10 dice. The odds are pretty similar, it isn't going to break anything.
No, mine rolls X 1 sided dice, with X being ability+skill+modifier, then keeps 10 of those dice to use on the d10!10 so that you never go over 10 total dice due to the Rule of Ten. Just tested, so it works.
1387728104
GiGs
Pro
Sheet Author
API Scripter
Oh yes, I didn't look at it closely enough, Very clever,
1387746670
Tom
Pro
Sheet Author
Very cool! Going to have to test this and figure out how to incorporate it into some of my macros.