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Exploding dice and modifiers

August 30 (10 years ago)
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!

August 30 (10 years ago)
Gauss
Forum Champion
Moved to the Specific Use Questions forum since this is not a bug. The success/failure is designed to test against each die inside the {} brackets.

There are two ways to accomplish what you want.
Method 1: /r {1d6!!+3}>4
Method 2: /r {1d0+[[1d6!+3]]}>4
August 31 (10 years ago)
Thanks for the help and sorry for the wrong bug. The formula confused me because it looked like a proper mathematical formula, but isn't meant this way.
Other than that, it's good to see that it does work correctly when using Savage Worlds character sheets - even though it seems to use 1d6! instead of 1d6!!, but maybe that's just wrongly displayed? ;) Anyway, thanks again, especially for your short answering time.

August 31 (10 years ago)
Gauss
Forum Champion
The image you posted does not have the Success check so you won't need the compounded exploding dice.
September 01 (10 years ago)
But it outputs the end result correctly (in terms of how exploding dice in SW works). If it wouldn't use the compounded exploded dice, it had put out "3", just as the result was in the first pic. Or did I get it wrong?
September 01 (10 years ago)

Edited September 01 (10 years ago)
Gauss
Forum Champion
I am not sure we are talking about the same thing. In your first image you were using successes while in your second you were not.

When using successes there are things that will not work that work fine when you do not use successes.