
Hi, me again !
I'm am once more looking for a bit of help for my Fallout game. I've just written a wall of text to explain my issue, and got an error when I posted, so I'm gonna try to make it shorter, this time \ô/
I'm trying to mess around with my critical rolls. Right now, when a critical hit happens, players roll a d100. The result of the dice will point to an outcome on this chart :
Why a d100 and not a d6, since there are only 6 outcomes per zone ? Well, that's because it lets us make the best outcomes a bit more rare, and also because the players can have perks that let them influence the result by adding a few points to it. Now, that is working pretty well for Critical Hits.
The part I'm struggling with is Critical Misses. Right now there isn't really a chart, and I'm trying to change that. What I want to do is to have that kind of chart :
Now, the outcomes in this chart will be a bit more generic, like "drop your weapon, lose your ammo, break a limb, hit an ally, lose your turn, fall on the ground", but I want to be able to combine a few effects together to make the outcomes a bit more unique, like "you drop your weapon, fall down, and are stunned for a turn". To do this, I can go like this :
- The one who gets a Critical Miss will roll a d100, the result of that d100 will tell them how many "outcomes" they'll accumulate. For example, rolling 1-30 will be 1 outcome, 30-45 will be 2 outcomes, and so on and so forth, up to 5 or maybe 6 outcomes if you roll a 100.
- They will then have to roll on a collumn, for each outcome. I'll make Roll Tables for each collumn, so that it's easier to roll.
- The macro will then grab the results from those Roll Tables and display them in a text box, in the chat.
I have two issues with this :
- I'll obviously have to use "weight" for the outcome in Roll Tables. For example, outcome 1 will pop up on a 1-20. So that'll be a weight of 20. But how do I slip the perks in here ? Some player perks let them raise or lower the result, but I don't think you can add a way to modify an outcome's weight in a Roll Table. is there a way to do that ?
- Is there a way to tell the macro "roll a random Roll Table, among those six, x times, with x being the result of a dice" ?
I
don't think I can achieve what I want with just a macro and roll
tables, but it's worth giving it a go. If anybody knows how to pull this
off, or knows or a better way, I'd really appreciate it ! Thank you for
reading, and thank you for your time !