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Simple Die Roller with Graphic

So here I am reading through how to make a simple die roller and I am at a loss.  I am afraid that I am not a computer language kind of guy and most of the instructions seem like absolute mush to me :(  So all I am looking for is a simple die roller for the players of my MASHed rpg game.  It is a Powered by the Apocalypse game so uses a simple 2d6 die roll.  2-6 is a miss, 7-9 is a weak success and 10-12 is a strong success.  That is it.  I came up with some simple images to show up with their roll as well.  I tried just setting it up using the Macros side bar and adding a Rollable Table.  I set everything up in the Table including the graphic and the weight (adding it up to 100 - so 42/42/16). I clicked the button to let players roll from it....and now I am stuck.  I cannot see where the players can see the dice and if I hit the Roll button myself, it does not seem to work.  Ugh.  Is there something I am missing?  Is there anyone who can give this clearly coding-challenged person a hand? The advanced version of this would be to allow the player to add/subtract their modifier before they roll the dice and then compare that to the 2-6/7-9/10-12 table to see if they got a Miss/Weak/Strong result.  But that is waaay out of my capabilities! Erik 
1624391036
timmaugh
Forum Champion
API Scripter
When you roll against a table, you aren't really rolling dice... You've set your table up with three entries (2-6, 7-9, and 10-12) and given them weighting. 42 is roughly the same percentage as the total of the 2d6 outcomes of 2 through 6, and roughly the same percentage as the outcomes of 7-9, etc. So all of that is good to roughly match the probability of actual dice. Assuming your table is called "ApocalypseDieRoller", you could roll against it in chat like this: [[1t[ApocalypsDieRoller]]] or  /roll 1t[ApocalypseDieRoller] But that won't actually roll dice (animated dice on the VTT), it will just put the result into chat. Your associated images in the rollable table are for if you use the table as a multi-sided token. If you do that, it will show the side of the last roll. You can right-click it and choose "Multisided" and then "Random" to have it roll and show you the new result side. There are ways to do this with existing API scripts, if those are available, but short of that, using modifiers in the roll will probably include making multiple tables, and rolling against the right one automatically based on the total of the modifier.
Thank you so much for the response!  So I made it that multisided token using the "Multisided" and "Random" - awesome!  When it 'rolls' using the /roll 1t[Roll] the image is too small to see and it always says = 0 after it.  Seems like a start though!  Farther than I got to this point! lol  Is there a way to make it dice?  Or is the Multisided token a better (or easier) way to go?  It did occur to me that since it does not 'roll' then the whole modifier thing becomes a problem...  
1624406359
timmaugh
Forum Champion
API Scripter
1. The face of the token that shows up in chat is small, but if you put the token on the gameboard, you can size it however you like. To place a rollable token, go to the Table listing and click the "Token" button. Then resize. When you right click on the token, you should see the Multi-sided > Random command I was mentioning. 2. Getting the '0' after the table roll is a function of the /roll mechanic. You can skip the '0' output with the double bracket inline roll notation, instead: [[1t[ApocalypseDieRoller]] That will just show the value/text in the Table at the given return row. 3. You can do this with Dice and Modifiers (but there's a caveat...)... ?{Use mod?|Yes,[[2d6 + @{selected|modattribute}]]|No,[[2d6]]} That will roll the animated dice, and it will show you your final figure. The difference is that this doesn't show you your Miss, Weak Hit, or Strong Hit labels. I think you can have either your dice and the mod total, or you can have the image and the label, but short of a script I don't think you can have both.