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Custom made special D6

1639261148

Edited 1639262832
For a game called FanHunter I'm trying to custom make a special dice for ability rolls in which: 6s are re-rolled and added up for the total 1s are ignored - basically a "one" is like a "zero". And I failed. The first part is easy with the "Exploding dice" ( /roll @{Ability name}d6!cf1 ), but I didn't manage to implement the "ignore the ones". The second part can be done with a rolling table , I did one called "FHd6" in which I used icons of each D6 side but assigned "0" to "one" ( /roll @{Ability name}t[FHd6] ) works nicely for the ones (because they are actually zeros), but can't manage to implement the "Exploding" part, this does not work: /roll @{Ability name}t[FHd6]!6 Any ideas?
1639282070
Scott C.
Forum Champion
Sheet Author
API Scripter
Compendium Curator
One of the math mavens may come up with something but, this is likely going to need a custom sheet using custom roll parsing or an API script, both of which are pro perks.
1639288430
Oosh
Sheet Author
API Scripter
You can also do the second part without a rollable table: [[ceil((1d6-1)*1.1)]] I can't think of any way to get that to play nice with exploding, though. Is this infinite explosion, or explode once only? There should be a hacky way to get an explode once happening, but if it's infinite I think the roll parser ! explode is going to be needed. I think RainbowEncoder might be your only only hope (apart from the Pro options Scott listed).
Hey, thank to you both! It is indeed infinite explosion, so yes ! is needed to do the trick Oosh said: You can also do the second part without a rollable table: [[ceil((1d6-1)*1.1)]] I can't think of any way to get that to play nice with exploding, though. Is this infinite explosion, or explode once only? There should be a hacky way to get an explode once happening, but if it's infinite I think the roll parser ! explode is going to be needed. I think RainbowEncoder might be your only only hope (apart from the Pro options Scott listed).
[[6*[[1d6>6!]] + ceil((1d5-1)*1.1)]] This separates the exploding part from the final roll. So you get 6 per 6 rolled then your final non-6 (thus the d5) with the 1 replaced by 0 and the rest left as is.
Thanks! Will try in my caracter sheets as soon as I have a few minutes RainbowEncoder said: [[6*[[1d6>6!]] + ceil((1d5-1)*1.1)]] This separates the exploding part from the final roll. So you get 6 per 6 rolled then your final non-6 (thus the d5) with the 1 replaced by 0 and the rest left as is.
Thanks for helping with this!