
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 !