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2d10 / d100 Issues (Hide Result / Treat dice as result?)

Alright, so, I'm playing some WH40k RP. This means that the entire system is based around d100. But it's more complicated than that. A regular d100 is handled by rolling a 2d10, and then adding the two results together, where one dice represents the 10's and the other dice represents the 1's. So assuming I roll a 2d10 and get one roll of 5 and another of 9, the result is 59. I cannot get Roll20 to work with me on this. Roll20 would treat the result as 14, in the example above. Simply rolling d100's doesn't work, because there is a plethora of mechanics in WH40kRP that hinges on the individual dies. For example, if a psyker rolls doubles (1+1, 7+7, etc), he causes a psychic phenomena. Hit locations are similarly determined by reversing the result (so again using the above result, a 5 and a 9 - 59 - the hit location would be 95. Is there a way to make Roll20 play nice with this? Or, if there's not, is there a way to simply stop Roll20 from showing the result of rolls, and only show the rolls themselves? It doesn't solve the issue, but at least it will stop cluttering the chat.
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Edited 1408718614
Lithl
Pro
Sheet Author
API Scripter
Considering you'd have to flip the digits manually regardless, d100 should work for you just fine. That said, you could also try using two inline rolls: [[d10-1]][[d10-1]] , which would show up in chat as two yellow boxes, each with a single digit in the 0-9 range. Or for a single roll, (d10-1)*10+d10-1 should work, although for 01-09 and 00 you wouldn't get the preceding 0. Note that for these alternate solutions, if you're using 3D dice, the die displayed on the tabletop will be wrong.
1408719285
Finderski
Plus
Sheet Author
Compendium Curator
Brian , should the second solution be ((1d10-1)*10)+1d10 ? Because (d10-1)*10+d10-1 could yield a 0 result if both dice came up 1's.
No, sorry, it wouldn't work with d100 at all. Like I said, WH40k RP depends heavily on interpreting the two separate d10's in various ways. d100 works for Skills and Characteristics rolls, but as soon as you get into combat or start using powers, it falls apart downright quick. For example, consider Hit Locations. Hit Locations are determined as part of the roll to hit. Doing it by a d100 means that the locations hit will hinge on the result of your hit, how well you did, rather than being independant from your Degrees of Success or Failure. Or let's consider the fact that any 2d10/d100 roll is modified by a laundry-list of potential modifiers. The result of certain effects still hinges on the result of the two dice, not the modified result. For example, a roll of 7/7 is still a double, even if the roll is modified by 10, for a total of 87. And I appreciate the ideas for the rolls, but they don't seem to actually change anything. Doing two [[d10-1]] doesn't seem to be functionally different whatsoever, and (d10-1)*10+d10-1 results in a god-awful mess way worse than any result a simple /r 2d10 could ever achieve.
1408724775
Sam M.
Pro
Sheet Author
Why couldn't you just use d100 with the ten's place being the tens die and the ones place being the ones die. Then just have your modifiers as a separate calculation and add them together mentally?
1408745775
Lithl
Pro
Sheet Author
API Scripter
G V. said: Brian , should the second solution be ((1d10-1)*10)+1d10 ? Because (d10-1)*10+d10-1 could yield a 0 result if both dice came up 1's. Depends on game and preference, I think. d% dice come up "00" which is treated as 0 by some games and 100 by others. Vargkungen said: Or let's consider the fact that any 2d10/d100 roll is modified by a laundry-list of potential modifiers. The result of certain effects still hinges on the result of the two dice, not the modified result. For example, a roll of 7/7 is still a double, even if the roll is modified by 10, for a total of 87. As I recall, modifiers apply to the target number, not the die roll, since w40k is a roll-under system. (Although I admit it's been a while since I've played.) Now, if you've got a macro that's trying to tell you degrees of success, then any solution is going to be problematic, but the VTT doesn't have a function for flipping digits regardless. Without the API, you're going to need to flip those digits in your head no matter what, and roll the exploding d10s for Fury of the Emperor on your own, instead of having it happen automatically. Vargkungen said: And I appreciate the ideas for the rolls, but they don't seem to actually change anything. Doing two [[d10-1]] doesn't seem to be functionally different whatsoever, and (d10-1)*10+d10-1 results in a god-awful mess way worse than any result a simple /r 2d10 could ever achieve. [[d10-1]][[d10-1]] produces a two-digit number in the range 00-99, just like rolling d%. If you're using 3D dice, the result won't match what you see on the 3D models, and it won't work with a macro that tries to calculate degrees of success, but it produces the same visual results of a d% roll: (d10-1)*10+d10-1 produces a number in the range 0-99, which admittedly isn't much different from d100-1. However, it does have one upside: If you make it an inline roll, it becomes very easy to see when your Psyker needs to roll for Perils of the Warp. =)
Vargkungen said: No, sorry, it wouldn't work with d100 at all. Like I said, WH40k RP depends heavily on interpreting the two separate d10's in various ways. d100 works for Skills and Characteristics rolls, but as soon as you get into combat or start using powers, it falls apart downright quick. For example, consider Hit Locations. Hit Locations are determined as part of the roll to hit. Doing it by a d100 means that the locations hit will hinge on the result of your hit, how well you did, rather than being independant from your Degrees of Success or Failure. Or let's consider the fact that any 2d10/d100 roll is modified by a laundry-list of potential modifiers. The result of certain effects still hinges on the result of the two dice, not the modified result. For example, a roll of 7/7 is still a double, even if the roll is modified by 10, for a total of 87. And I appreciate the ideas for the rolls, but they don't seem to actually change anything. Doing two [[d10-1]] doesn't seem to be functionally different whatsoever, and (d10-1)*10+d10-1 results in a god-awful mess way worse than any result a simple /r 2d10 could ever achieve. I'm not sure how a D100 doesn't work like that. /r 1d100+10 Shows you rolling 1d100+10 (77)+10 = 87 Sure, the endresult is 87, but it shows you the 77 there, and you see it's a double, whatever that means in WH40k. or it says rolling 1d100+10 (59)+10 = 69 now you turn it around to 95 for the hit location. A roll of (100) has to be interpreted as 0 then manually, and d100-1 wouldn't really work all that well. I'm honestly not seeing anything that works better with 2x d10 than witha single d100
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Edited 1409134393
A single d100 is perfectly working, trust me, i played Black Crusade from the 40k Roleplaying series too. You get a result from 01 to 00, so its always from 1 to 100, exactly the same as if you threw 2d10's and made the higher one the 10's die and the lower one the unit die. Same for focus power tests: If you focus the warp on the unfettered level you invoke psychic phenomena on a roll of 11, 22, 33 etc because its the same as if you threw two 1's, 2's and so on on a 2d10. So wheres the problem exactly? It's just throwing 1d100 and regard the first number as your 10's die and the second as your unit die. Edit: And if you have modifiers you can still look up which raw dice you rolled for the purposes of hit locations, so it doesnt matter if you shoot at somebody at point blank range with a single standard shot and have these and those modifiers, you can still see the roll in the chat.
I'm not exactly sure what the issue is if none of the posted solutions will work for you... from what I've read all of these solutions should resolve the problem... so what exactly is it that makes it so that none of these work? [[1d10]][[1d10]] : shows the result of both d10s side by side letting you see your doubles and add additional modifiers separately [[(1d10*10)+1d10]] rolls 2 d10 and treats the first as the 10s spot and the second as the 1s showing you the end result... doubles are still easily seen... (if modifiers are calculated in the macro just mouse over the result to see the rolls) [[1d100]] as it was mentioned before a result of 77 on 1d100 is the same as a result of 7&7 on 2d10... it's a matter of perception... the only issue I can see with using 1d100 vrs 2d10 is that 2d10 would give a minimum roll of 11 while 1d100 would give a minimum roll of 1... I've never played 40k so i'm not really familiar with it's dice rules but just based off what I've read here any of these solutions should work for what you need.
1409166405

Edited 1409166436
Sam M.
Pro
Sheet Author
2d10 would still give a minimum roll of 1 with real dice.
Not if you use dice that go from 0 to 9 and 00 to 90 (or two 0 to 9) then you can roll 2x 0 and get 0. If you use a 1-10 dice, you have to treat the 10 as 0 or it just doesn't work. Minimum would be 11 and maximum 1010. Which is why using just 2d10 in roll20 doesn't work and you have to do the whole -1 thing on each. Or just use a d100. I still would like to hear from Vargkungen though, why he thinks a d100 does not work.
actually maximum would be 110 with 1-10 dice when treating one as the 10s place... if the dice are supposed to be 0-9 then [[1d10-1]] would be necessary for proper results yielding 00-99... as I mentioned I've never played 40k so i'm not familiar with it's dice rules... only attempting to find out why the posted solutions won't work for the OP when they all do exactly what is asked for. now if it is 0-9 and 00-90 then perhaps [[1d100-1]] would be recommended rather than just a d100... as it's worth mentioning the actual face value of the dice when using a 0-9 dice on roll20 is not as important as the end result of the roll since to the best of my knowledge there is only 1 die on roll20 that includes a 0 value and that is a d0 which is only useful in a few unique macros... Another possible solution that work, though much more effort would be involved in it than using any of the previously posted options, would be to create a pair of "d10" roll tables ranging from 0-9 and 00-90 respectively and then have a macro roll both tables and add the results together