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Savage Worlds Full Auto Macro (Followup to something Gauss worked on before...)

Savage Worlds Full Auto, extremely simplified.... Roll 5 Exploding dice. Also roll one Exploding d6. Subtract 2 from all separate results. Any that roll greater than 4 = hit. Gauss fooled me into thinking he'd made a very excellent, succinct compounding macro for this from this thread: <a href="https://app.roll20.net/forum/post/425664/savage-wo" rel="nofollow">https://app.roll20.net/forum/post/425664/savage-wo</a>... His answer was: /roll {?{ROF|0}d?{Shooting|0}!! +d6!!}k?{ROF|0}-2 And I went "Hey! That's a lot less messy than what I've been using!" -- a 6-lined monster rolling each die separately with the -2.. which took up more than an entire screen of the chat window with the results. After some testing, I discovered a flaw in Gauss' sexy-looking macro. It appears it only subtracts 2 from the combined result, rather than each individual explodey die roll. Don't suppose there's an easy couple of characters change that could adjust this?
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Gauss
Forum Champion
Looking at the old thread, cursingbulldog and I had only discussed how he wanted the dice to explode. We had not discussed 2 being subtracted from each die. So there is no flaw in my macro, only a flaw in the expectations. :) I will look at how to do this.
That was originally my thread and after seeing it I didn't think that the subtraction would work as intended so I left it there. The -2 is subtracted from each die individually after they explode and then the highest individual {ROF} number of dice would be kept. There should also probably be +?{modifier|0} term added to the -2 as well for any additional modifiers for completeness but that is somewhat outside of shaemus's question.
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Gauss
Forum Champion
My mistake cursingbulldog , for some reason I thought he was the original poster (must have not been paying attention). I will amend my earlier post.
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Gauss
Forum Champion
So, Ive looked at this and I do not think there is a way to do what you are asking without the API (a Mentor level feature) but I will continue to think about it. What is causing a problem is the 1d6!!. Normally you can add or subtract a value from each dice and compare it to a target number. For example: {5d6!!-2}&gt;3 works just fine. You will get 5 d6's rolled with -2 subtracted from each. {5d6!!-2 +1d6!!-2}&gt;3 will not work because of the +1d6!!. The dice roller was not designed to compare two sets of rolled dice at once. Another question, do you need all of the values presented or just the number of successes?
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I guess in that case without the api either the d6 could needs to be broken off into a seperate roll and then just manually pick the highest dice, or manually subtract the modifiers from the kept dice requiring fewer quarried pop ups. Pick your poison. edit: it would need to show the number of successes each individual dice gets.
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Gauss
Forum Champion
To clarify, each dice can have more than one success? If that is the case that is a vastly different direction than the original thread.
Yes die would be a seperate attack and the target number for each die is 4 and every 4 above that is another success. I just figured successes in my head as thats way easier then trying to figure a macro to do that as well as everything else.
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Gauss
Forum Champion
So what I think you are asking for is: Compounded Exploding dice. For each die roll (or group of dice in the case of compounded dice) above the target is a success. For each die roll (or group of dice in the case of compounded dice) 4 above the target number is a success. A modifier applied to each die roll (note: this could be applied to the target number instead). There is an extra 1d6 compounded exploding die that, if higher, replaces the lowest roll of the main rolls. Question: Is the modifier applied per compounded die? Example: if you roll a (6, 6, 4)=16 and have a -2 modifier does that become (4, 4, 2)=10 or is it (6, 6, 4)-2=14?
The Modifier is applied to the total of the compounded die so in your example the answer of 14 would be correct. It looks like from your summery of points we're all on the same page now but honestly this is a fairly rare option in game that I think what we've got so far is a good enough option.
You are correct Gauss, it was the expectation that was not clearly enough explained. But calling you out got your attention fast! :) To start, the cumulative total of all rolls, kept or not is completely irrelevant. Each group is an important, independent entity unto itself, (a separate attack roll) and based on result is a success or failure. (keep/discard really isn't necessary, except in that it helps catch the eye in a quick visual appraisal of the rolls.) Modifier is applied to each individual compound's end result. So we are rolling 6 "sets" of dice total, (5 adjusted for skill level, and one d6 for the wild) each of those 6 sets/groups is what would need the -2. Feel free to tell me to get lost or pay up for mentor (in the mid-term plans anyways), but I'd love to see you pull it off. :)
cursingbulldog said: ... but honestly this is a fairly rare option in game that I think what we've got so far is a good enough option. Maybe for you.... I've got 2 players and around 200 beasties in my current campaign alone that have access to full auto... so yeah, this is a major wishlist item for me :) My existing 6 separate dice option works, but is terribly messy and obtrusive.
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Gauss
Forum Champion
Shaemus , in that case I suggest the API. It could easily handle this but the GM in your campaign would need to be a Mentor. Regarding "calling me out", in the future I suggest not doing so as that may result in consequences. I am patient but the Devs may not be so kind.
Oh, and for those interested in the ugly yet effective macro I've mentioned... /r 1d?{Trait Die|6}!! + ?{Modifier|-2} First /r 1d?{Trait Die|6}!! + ?{Modifier|-2} Second /r 1d?{Trait Die|6}!! + ?{Modifier|-2} Third /r 1d?{Trait Die|6}!! + ?{Modifier|-2} Fourth /r 1d?{Trait Die|6}!! + ?{Modifier|-2} Fifth /r 1d?{Trait Die|6}!!} Wild (You only need to answer each query the first time, all subsequent rolls in the same batch macro use the same value.)
Gauss said: Shaemus , in that case I suggest the API. It could easily handle this but the GM in your campaign would need to be a Mentor. OK, deal. Thanks for all the help! Your Macro skills are truly impressive, and put me to shame. Gauss said: Regarding "calling me out", in the future I suggest not doing so as that may result in consequences. I am patient but the Devs may not be so kind. Aw, where's the fun in that? Message received, and thanks again!
The wild die is not the same as the trait die it is always a d6 unless you have certain legendary edges. And why the double !!, a single ! works fine since you are just rolling one die at a time. And the wild die suffers any penalty that the other rolls do. So something like this using inline rolling. [[1d?{Trait Die|6}! + ?{Modifier|-2}]] First [[1d?{Trait Die|6}! + ?{Modifier|-2}]] Second [[1d?{Trait Die|6}! + ?{Modifier|-2}]] Third [[1d?{Trait Die|6}! + ?{Modifier|-2}]] Fourth [[1d?{Trait Die|6}! + ?{Modifier|-2}]] Fifth [[1d6! + ?{Modifier|-2}]] Wild die This would also work and take up less room. [[1d?{Trait Die|6}! + ?{Modifier|-2}]] | [[1d?{Trait Die|6}! + ?{Modifier|-2}]] | [[1d?{Trait Die|6}! + ?{Modifier|-2}]] | [[1d?{Trait Die|6}! + ?{Modifier|-2}]] | [[1d?{Trait Die|6}! + ?{Modifier|-2}]] [[1d6! + ?{Modifier|-2}]] Wild die Then you can just read the output left to right in order and all the normal shots take up only one line with the wild die easy to see on the next and labeled as such.
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Ah nuts, I rushed typing my macro (at work, cheatsheet at home) and missed that I had left the wild die as adjustable and unmodified (the in-practice one was not). Thanks for catching that. Also, I was planning to try to inline it in the future, but haven't played around with inline rolling yet, so thanks for that! I'm going to playtest these this weekend and I'll report back here with the results! Thanks! Edit: John R. said: And why the double !!, a single ! works fine since you are just rolling one die at a time. Gauss' compounding from the previous thread was cleaner and the best space-saving solution I'd reached so far, which I believe your inline has further improved on. Rather than multiple die images, which was like 6+6+4, compounding displays one d6 picture with 16 on it.
So John R's inline macro performs exactly the function I was seeking. Makes all the appropriate calculations, in a very small footprint. The more common Auto-fire RoF's I've come across thus far use 3 or 5, so see what works for your group. Personally, in my current campaign, as the party has weapons which do both rates of fire, there will be 2 separate macro buttons for the respective weapons -- same macro can be easily used for the Bolt ability, just set default modifier to 0! I'm sure the macro could be further macro-fied by adding references to skills saved to tokens/characters but I personally prefer the query-box approach. Less background maintenance for me, especially in light of rotating cast members. Thanks, all, for your contributions!