
Modifiers for tests in Savage Worlds work this way: You add or subtract the modifier from the end result of a test.
E.g. I roll a d4 (skill) and a d6 (wild die) and I get a 2 and a 5, the result is a 5 (cause you take the higher of the two) and then it gets the modifier.
In the case of the wild die, it's not a problem if the modifier is applied before since you just take the better die and then apply the modifier anyway.
However, in case of exploding dice, it is a problem that 1) the second dice throw seems to be treated as a separate die and 2) those modifiers seem to be applied separately.
In the example below, a d6 (without wild die) with the target number of 4 and the modifier of -3 is thrown. It rolls a 6, explodes, and rolls a 3. Total: 6+3=9. Modifier: 9-3=6. Result: 6>4 -> success.
However, either roll20 had a hiccup or it treats those dice separately and decides that (6-3)+(3-3)=3, 3<4, no success - even though it displays the mathematical formula as (6+3)-3, which should clearly result in a 6!

E.g. I roll a d4 (skill) and a d6 (wild die) and I get a 2 and a 5, the result is a 5 (cause you take the higher of the two) and then it gets the modifier.
In the case of the wild die, it's not a problem if the modifier is applied before since you just take the better die and then apply the modifier anyway.
However, in case of exploding dice, it is a problem that 1) the second dice throw seems to be treated as a separate die and 2) those modifiers seem to be applied separately.
In the example below, a d6 (without wild die) with the target number of 4 and the modifier of -3 is thrown. It rolls a 6, explodes, and rolls a 3. Total: 6+3=9. Modifier: 9-3=6. Result: 6>4 -> success.
However, either roll20 had a hiccup or it treats those dice separately and decides that (6-3)+(3-3)=3, 3<4, no success - even though it displays the mathematical formula as (6+3)-3, which should clearly result in a 6!
