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Palladium Fantasy, Heroes Unllimited

1604815844

Edited 1604815995
Hey, I'm using the &{template:default} {{name=Lotto}} to organize my rolls when I create a new characters. {{I.Q.=[[3d6]]}} {{M.E.=[[3d6]]}} {{M.A.=[[3d6]]}} {{P.S.=[[3d6]]}} {{P.P.=[[3d6]]}} {{P.E.=[[3d6]]}} {{P.B.=[[3d6]]}} {{SPD=[[3d6]]}} is what I'm using by i'm trying to add an additional roll an additional d6 at 16+ and each subsequent !6 I tried(3d6)>=16r(1d6)!6 What I want is to get this logic to work. /roll (3d6>=16)+!6+!6
1604826974

Edited 1604827038
GiGs
Pro
Sheet Author
API Scripter
That cant be done with standard roll20 macros. You need the API to do that, but you can fake it with a rollable table and some knowledge of dice probabilities. Create a rollable table, and add new items with the following Item and Weights. Call the table something like 3d6, then you can use rolls like {{I.Q.=[[ 1t[3d6] ]]}} to get the values. This allows the d6 to roll 6 twice, giving up to a 36 score - that should be high enough!  Item Weight 3 216 4 648 5 1296 6 2160 7 3240 8 4536 9 5400 10 5832 11 5832 12 5400 13 4536 14 3240 15 2160 17 216 18 324 19 360 20 360 21 360 22 144 23 72 24 54 25 60 26 60 27 60 28 24 29 12 30 9 31 10 32 10 33 10 34 10 35 4 36 1
Thank you for clarifying this, I had the initial idea of using probability and this cleared it up. I will look at how to build these tables.
1604848693

Edited 1604848834
Kraynic
Pro
Sheet Author
Totally up to you how you want to set this up, but I set it up sort of like it would be at a normal table.&nbsp; You roll your dice in the big stat roller, and then I have a macro to roll extra dice that players can click on if needed.&nbsp; This allows me to easily change the dice mechanics from one game to another.&nbsp; For instance, I plan on not using exploding dice when I run a mutant animal game.&nbsp; In my Palladium games I have a "character" for creating characters.&nbsp; Almost all the macros on the attributes and abilities tab are marked as token actions, and I make the token available to players when creating characters.&nbsp; These macros are configured for the HU sheet that is in the drop down list, but can easily be changed to use the default template if you aren't using that sheet.&nbsp; For HU, the "character" is named "HU Character Builder".&nbsp; I have all the character generation macros set to whisper GM in case players want to be secretive about something.&nbsp; You can strip out the "/w gm " to make everything public. I'm going to start with the extra dice, because there will be a clickable button at the end of the main stat roller output that calls this macro.&nbsp; ExDie (not set as token action): /w gm &amp;{template:custom} {{color=black}} {{title=**Extra Stat Die**}} {{subtitle=Compounding exploding on 6.}} {{Add to stat=[[1d6!!]]}} I have the stat roller set up to reroll 1s.&nbsp; You just strip out the r1 to keep to straight dice rolls. And of course, you can strip out the best of 3 section as well. StatRoller (set as token action): /w gm &amp;{template:custom} {{color=black}} {{title=**Stats**}} {{subtitle=Roll 3 times and take the best set.}} {{desc=**IQ:** [[3d6r1]] **ME:** [[3d6r1]] **MA:** [[3d6r1]] **PS:** [[3d6r1]] **PP:** [[3d6r1]] **PE:** [[3d6r1]] **PB:** [[3d6r1]] **Spd:** [[3d6r1]] A result of 16 or higher may roll an additional exploding d6 to add to that stat: [Extra Stat Die](~HU Character Builder|ExDie)}} That "Extra Stat Die" in the single square brackets will show up as a clickable button that will roll the ExDie ability macro.&nbsp; This is a simple use for the Chat Menu trick from the Stupid Roll20 Tricks thread (the first post is an index).&nbsp; <a href="https://app.roll20.net/forum/permalink/5927072/" rel="nofollow">https://app.roll20.net/forum/permalink/5927072/</a> I have most of the character generation related random charts set up as rollable tables that can be called with ability macros on the HU Character Builder.&nbsp; Even if the players don't use them, I can use them when making npcs.&nbsp;