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New Update 2/18

Today we’ve got a major new update out. Read on for all the fun details! The Dice Engine Is Different, In a Good Way There's been a lot of work done on the dice engine over the past couple of weeks. Here's what's new right now for your enjoyment: Dice icons! Now when you roll dice you'll see handy icons behind each dice roll representing what type of dice was rolled. The icons are the color of the player that rolled the dice, as well. Reorder your dice! After you roll dice, you can now drag-and-drop the dice inside of a dice pool to reorder the dice. In addition, this reordering is saved to the server and shows up to all other connected users. Great for games where the order of the dice is important, or if you're just discussing dice and want to move them around. Grouped Dice rolls! You can now roll groups of dice all at once, adding them all together or applying the results toward a common check. For example: /roll {3d6, 2d8}>8 = "Roll a pool of 3d6, total it, and compare the total to 8. Do the same for a pool of 2d8." (At most you would have 2 Successes) /roll {3d6+3d8}kh2 = "Roll two different pools of dice, and keep the highest two single dice rolls across any of the pools" There are a few breaking changes you’ll want to be aware of, however: For success rolls with modifiers (e.g. adding something onto the roll or using exploding rolls), you will now want to do that as part of a group. So for example /roll 2d6!>5 should now be written /roll {2d6!}>5. And /roll 2d6+4>8 should now be /roll {2d6+4}>8. You can now no longer include comments inside of the roll (only at the end). If you do, make use of the new inline labels feature. So /roll 1d20+5 Attack for glory! is fine, but now /roll 1d20+5 Fire + 1d20+3 Ice should be re-written /roll 1d20+5[Fire] + 1d20+3[Ice]. More details on all the fun new syntax and changes are available on the newly update Dice Reference . Big thanks to Eric D. on the Mod Team for his work bringing this to fruition. If you have any questions about the dice syntax at this point, he's pretty much our expert. Also, note that right now the way that the results of grouped stuff is displayed is pretty...chaotic. We'd like some feedback on this. Do you want to see every individual dice result for a group? Or should we just show you the result of the group and then on mouse-over show you the individual dice rolled for that group? Also note that you can’t reorder dice inside of grouped rolls at this time. And if you hate the new dice stuff...fear not! There's a handy option in the My Settings tab of your sidebar to let you turn off "Advanced dice" features. That will disable the dice icons and the drag and drop (although you will still see changes if someone else re-orders their dice). Rendering Engine Overhaul The rendering engine has been overhauled (about 50% of the code was re-written). You shouldn’t notice any large changes, but there are numerous bugfixes included and hopefully a bit of a speed boost as well, especially for campaigns with large numbers of drawings. In particular, you should no longer have items “disappearing” off the screen when you select multiple items/groups of items. Misc fixes Large handout images should now no longer go off-screen. Card decks have been fixed in various ways. A major one: after a deck is created for the first time (including the Playing Cards deck when you first create a campaign), you should now be able to shuffle it right away. The cards have now been moved to their own tab on the right sidebar. This is the tab where Cards and eventually Rollable Tables are now going to exist. Handouts and token GM notes now use the new WYSIWYG editor that's used for Character information and on the forums. You can now change the name of a token even if it is linked to a Character. So you can link all your "Bear" enemies to one parent "Bear" character for their base attributes, but change the token name to "Bear 1", "Bear 2", "Bear 3", etc. Enjoy!
love the progress!  though my automatic Advanced Dice roller isn't working now (the one that pops up when you click on the die icon in the left sidebar.) still looking for advanced nWoD die mechanics though! =)  here's hoping!  keep up the great work, and thanks! =D
Could you give a few examples of nWoD mechanics? I'm doing my best to track feature requests but there are so many systems out there I lose track of what feature goes with what system :p
Nico144 said: love the progress!  though my automatic Advanced Dice roller isn't working now (the one that pops up when you click on the die icon in the left sidebar.) This should be fixed now -- thanks for letting us know!
sure thing!  i think the most pressing is the ability to set more than 1 exploding die. so, nWoD uses d10s in dice pools, similar to Shadowrun.  normally, 10s explode.  a standard nWoD dice roll would look like /r {5d10!}>8. but sometimes special rules allow "9-again," where both 9s and 10s explode.  or "8-again," where 8s, 9s and 10s explode.  so, namely the ability to set other #s as exploding as well. beyond that, the ability to set 1s to cancel out successes would also be helpful, but is less pressing. thanks!
ok, tested the automatic Advanced Dice roller again. =)  it's sort of working, but it seems to be totaling up all the dice even if i set a target number. so if i'm looking to roll /r {5d10!}>8, it's returning: rolling {5d10!} > 8 { ( 3 + 1 + 9 + 5 + 1 ) } = 19 instead of telling me how many successes appeared (in this case, 1 success.) thanks guys! =D
Sounds great guys!
Nico144 said: sure thing!  i think the most pressing is the ability to set more than 1 exploding die. so, nWoD uses d10s in dice pools, similar to Shadowrun.  normally, 10s explode.  a standard nWoD dice roll would look like /r {5d10!}>8. but sometimes special rules allow "9-again," where both 9s and 10s explode.  or "8-again," where 8s, 9s and 10s explode.  so, namely the ability to set other #s as exploding as well. beyond that, the ability to set 1s to cancel out successes would also be helpful, but is less pressing. thanks! /r {5d10!>9}>8 Rolls 5d10 exploding for 9 and greater counting each final value that is 8 or larger :D
Nico144 said: ok, tested the automatic Advanced Dice roller again. =)  it's sort of working, but it seems to be totaling up all the dice even if i set a target number. so if i'm looking to roll /r {5d10!}>8, it's returning: rolling {5d10!} > 8 {(3+1+9+5+1)} = 19 instead of telling me how many successes appeared (in this case, 1 success.) thanks guys! =D Okay, one more time, give it a shot :-) Also, I believe you can do what you're saying "8-again" or "9-again" like so: /roll {5d10!>9}>8 and /roll {5d10!>8}>8
perfect!  thanks! =D  that solves so many issues for me! =D  i think all that's really left is for the option of 1s to subtract from successes, then WoD/nWod should be covered in your system. to clarify: if this is the roll - /r {2d10!}>8. and the output is 1, 9.  if i wanted 1s to auto cancel successes, then that roll would've resulted in 0 successes as opposed to 1 success. thanks again for all your hard work, passion and talent! =D
tested auto Advanced Roller: works perfectly now! =D  thanks for the speedy response! =D
Nico144 said: perfect!  thanks! =D  that solves so many issues for me! =D  i think all that's really left is for the option of 1s to subtract from successes, then WoD/nWod should be covered in your system. to clarify: if this is the roll - /r {2d10!}>8. and the output is 1, 9.  if i wanted 1s to auto cancel successes, then that roll would've resulted in 0 successes as opposed to 1 success. thanks again for all your hard work, passion and talent! =D /r {2d10!}>8f1 Take a look at the Failures bit in the updated dice help doc :)
And we'd love it if someone wrote a short little doc outlining the major mechanics from nWoD (e.g. to do this kind of roll, do this in Roll20)... *hint* *hint* :D
1361225971
Keith
Pro
Marketplace Creator
Riley, Eric, and Team, Great job.
Riley D. said: And we'd love it if someone wrote a short little doc outlining the major mechanics from nWoD (e.g. to do this kind of roll, do this in Roll20)... *hint* *hint* :D :) How about a mini-doc on D&D? ("to roll attack and damage do this...") ^_^
Thank you for adding the dice icons!!! That has been my #1 request since Roll20 was launched. However, I have a suggestion for a further evolution of this feature. For systems like Marvel Heroic Roleplaying, what would be ideal is to be able to roll a disparate pool of dice like (3d6 and 1d4 and 2d8 and 1d10 and 1d12) and for all of those dice to be displayed in an array that can be sorted as needed. Unless I am missing something, it seems that the way it is now, one can only sort between dice of the same type, so I can sort my resulting d6's into any order (because the results are contained in the same set of parentheses), but I cannot drag my d12 and one of my d8's in between two of my d6's. If it is possible, please demonstrate the correct syntax. To avoid too much clutter in chat, I suggest leaving the display of results the way it is without the icons (just the numbers as before), and then having an option to display a box under the normal display of result numbers which shows all of the dice icons (with result numbers on the die as you have already done) for that entire rolled pool in one big sortable array in which all the dice, regardless of type or result, can be freely sorted with one another. You could then include options in settings to check boxes for how you want your results displayed: standard, sortable array, 3D dice, etc. So each GM could decide how to streamline their chat display of results. For a Marvel Heroic Roleplaying game one could just set it to display the array only. Where as for other systems one might want to display both the standard math and the array together, or no array. You guys are doing a great job. And, if I may speak for more than myself, we are very appreciative of your attention to your community with regards to the evolution of Roll20. Cheers.
Great job! A (small) feature request: Additional Explode option (used in the V20 World of Darkness) that adds an extra success for every maximum dice result (10 in woD) rolled. Could be easily handled with each dice totaling the maximum possible result adding another dice set to the same result (wich obviously wouldn't further explode).
Eric D. said: Nico144 said: perfect!  thanks! =D  that solves so many issues for me! =D  i think all that's really left is for the option of 1s to subtract from successes, then WoD/nWod should be covered in your system. to clarify: if this is the roll - /r {2d10!}>8. and the output is 1, 9.  if i wanted 1s to auto cancel successes, then that roll would've resulted in 0 successes as opposed to 1 success. thanks again for all your hard work, passion and talent! =D /r {2d10!}>8f1 Take a look at the Failures bit in the updated dice help doc :) incredible!  you guys are fantastic! =D  thanks so much for this! =D i'll see about making a nWoD quick reference post. =)
Awesome, PM one of the mods if you do and we'll see about starting a curated section of help docs about "How to play X in Roll20"
Nice. :) well, the first version is here: <a href="http://app.roll20.net/forum/post/68367/nwod-systems-in-the-roll20-dice-engine#post-68367" rel="nofollow">http://app.roll20.net/forum/post/68367/nwod-systems-in-the-roll20-dice-engine#post-68367</a>
I'm liking all the little changes to adding things to the map, still getting used to though.&nbsp; \o/ awesome job
Good job guys (and possible ladies)! This update has two features I know I'll be using from now on.
Nice! now i must think about supporting you. One more thing, it would be nice if we could make rolls penetrating after dropping/keeping dices (example : {{2d10}d1}! - like in math functions are executed in bracket order). eg In Warhammer some of weapons have crushing ability : you roll 2d10 for damage and keeping highest so 2d10d1 (or 2d10k1), but another rule says if you have 10 on dice you have to reroll and add result. Ofc we can use penetrating option {2d10!}d1 but if won't work properly. If the result will be 10 and 9 system will reroll one dice giving 4 which will be dropped instead of 9. Also if would be nice if we could use basic logical function - if previous roll is success you execute next one. {1d100} &lt; 50 then 1d10 + 4 another example from warhammer : First you check if you ll hit target rolling d100 and checking if it's below your weapon skill d100 &lt; @WeaponSkill if succes you make dmg 1d10 + @Strength&nbsp; Offtopic nice if i could be able to support you via paypall, since i don t own any CC
I'll make a note about looking into applying other modifiers to groups to deal with order of operation issues.
1361302748
Gauss
Forum Champion
Krzysiek, the Developers have made a decision not to use Paypal because of how difficult Paypal is to work with from a business perspective when you are using subscriptions. Here are a couple of threads where Nolan discusses the issues regarding Paypal. <a href="http://app.roll20.net/forum/post/2623/alternative-payment-methods#post-34623" rel="nofollow">http://app.roll20.net/forum/post/2623/alternative-payment-methods#post-34623</a> <a href="http://app.roll20.net/forum/post/3370/subscriptions-how-i-think-they-could-boost-their-subscription-count#post-28237" rel="nofollow">http://app.roll20.net/forum/post/3370/subscriptions-how-i-think-they-could-boost-their-subscription-count#post-28237</a> - Gauss
much love
I just want to give some kudos to whoever was behind the rendering engine overhaul. &nbsp;It is noticeably smoother and more predictable in how it behaves. You guys make me proud to support you. &nbsp;Keep it up!
That would be Riley :)
WooHoo Riley!!! &nbsp; :)
Eric D. said: I'll make a note about looking into applying other modifiers to groups to deal with order of operation issues. Heya :) I've started the D&amp;D 3.5 part of the help doc here:&nbsp; <a href="https://docs.google.com/document/d/1xBAB83leaRb128TH592kJ4aQdS8ZLJ9QRrMheqpRElo/edit" rel="nofollow">https://docs.google.com/document/d/1xBAB83leaRb128TH592kJ4aQdS8ZLJ9QRrMheqpRElo/edit</a> &nbsp;but my RL interrupted me and hasn't let go since :/