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End of the World Macros

So I'm wanting to try to run "End of the World" for my birthday (turning 30, woot) and saw there was End of the World (EoTW).    But I'm disappointed that the EoTW sheets REQUIRE API, which is a pro subscription thing.    I'm a total noob at making macros, but I'd like to try to make a 'rough' one that would allow me to play the game or simplify it for some of the players who are not exactly "tech/dice savy".    I mean, the game boils down to this: Roll Dice pools of X and Y. Remove any of X = Y How many of X are less than or equal to ATTR? How many Y are left? All I need is a macro to give me a list of the results of X and Y dice.
1708719002

Edited 1708719209
GiGs
Pro
Sheet Author
API Scripter
Can you describe that dice mechanic as if I was a player at your table and knew nothing about the game? Like what die sizes are used, how do I determine how many of each are used, how do I decide what gets kept? I'm thinking the reason the sheet requires API is because the dice mechanic is not possible without it. There are some things that roll20 dice rolls can't do. You might need to just roll the starting dice, and manually assess the rest.
1709835558

Edited 1709835615
I'm actually looking for the same thing so I'll try to explain. You have positive features and negative features which correspond to one d6 either in favor or against your action. If I have 3 positive features and 2 negative ones relevant to the action I'm trying to take, I would roll 3d6 and 2d6 where the same number rolled in positive and negative would cancel each other out. For example if I roll 2,4,5 and 2,6 respectively, the twos would cancel each other out leaving 4,5 and 6 as my results for and against success. There's more to determining whether it's a success but I think a formula that goes that far would be enough. It's possible you're right that the API is required but it never hurts to ask!
1709842644
GiGs
Pro
Sheet Author
API Scripter
It sounds like either the API, or a custom sheet using Custom Roll Parsing. With 45 a s success and 6 against, what determines if you succeed or win?
You can have a 1 through 5 on a stat. If you roll at or lower than your stat, then you succeed. The negative die determines if you take negative effects (stress) from doing a dangerous, difficult or harrowing task. So a 6 on a negative die would give you 6 stress. A negative die can also cancel out a roll that might have succeeded if they match. The more difficult the task or if you have negative effects like injuries the more negative die stack up against you. I'm still learning this system so I hope that made sense.
So.... You got a stat that's 1-5.   You roll "white dice" (positive dice) in hopes of getting at or below that stat (ex Dexterity, Vitality, Logic, Willpower, Charisma or Empathy).   You can gain more white dice based on factors of character sheet, equipment, circumstance or just not having died yet (aka being a PC).    You also roll "black dice" (negative dice) that would incur "stress" (damage).   These come about due to factors on character sheet, circumstance, weather/environment, or other things.   You roll them together and look at the results.  If any white die EQUAL the black die, both get "canceled out" on a one-for-one basis.   If any remaining white die are equal to or under your stat, you "pass".  Any black die are automatically marked down as stress. ex: Kevin has to jury-rig a damaged car to get it running again.   The Storyteller requests a Logic roll.   Kevin has Mr Jury-rig as a positive, but is also under a time limit due to Attack of the Space Ants.  So he has one white die because he is a player, another because he has a factor of his character sheet, but he also has one negative die due to the stress of the ants.  So the dice pool is 2 pos, 1 neg.   He has a 3 for his Logic (the target stat).   He rolls a 2 and 4 for his white dice and a 2 for his black die.   Since he rolled a 2 on both the black and white, they cancel each other out.   That leaves his white 4.   4 is greater than his logic of 3, so he fails to fix the car right, but doesn't take any stress.    Say he tries it again with an additional negative die.   (2 Pos, 2 Neg, Target of 3)  He rolls a 1 and a 5 on the white dice, but a 2 and a 3 on the black.   No dice cancel each other out, but since 5 is more than 3, the final score is 1 pos, 2 neg.   He passes but he takes 2 stress due to him worrying about his friends in the car counting on him.    So if you're looking for an order of operations it's: Roll dice.  Cancel any White with Black, See if white is less or equal to target, Mark down Stress.