My group is playing Double Cross which has compounding exploding dice similar to Shadowrun. However, I couldn't get the /roll commands to do exactly what I want to do when a player can have exploding dice on values other than 10. Players roll d10s for checks and keep the best result. If you crit (which is normally 10), you roll again and add a +10 to that result. So, if a player only crits on 10s, they can use this just fine: /roll 8d10!!k1 The problem comes into play when players take powers that modify their crit range to be lower than 10. Normally, this would work if a person can crit on 7s: /roll 8d10!!>7k1 However, in this system, crit rolls are always treated as a +10 to the next roll, even if the player rolls a crit that isn't a natural 10. My understanding of the command above is that it would only add +7 to the next roll if the natural result was a 7. Is there a way to make it add a +10 instead, or maybe a better way to handle this type of roll?