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Proven dice rolls

Some systems allow you to place a minimum value on the result of a die roll, but instead of by rerolling low numbers (already in the specification), they just count lower values as the minimum - thus, while a Brutal (2) d6 effectively rolls as (3,4,5,6) or 1d4+2 since results of 1 or 2 are rerolled, a Proven (3) d6 would instead roll (3,3,3,4,5,6) since results of 1 or 2 are replaced with 3. Could this be added to the dice specification? Fortunately, rollable tables look like they work just fine as dice if the elements are numbers, so I'll use those if necessary.
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Lithl
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You can use keep/drop for this, although it's awkward for multiple dice. /roll {d6, 0d0+3}kh1 for 1d6 proven 3, /roll {d6, 0d0+3}kh1 + {d6, 0d0+3}kh1 for 2d6 proven 3, etc.
That's quite useful, thanks. I guess 0d0 is a valid dice expression, it's unfortunate that regular math expressions don't work in dice groups without that kludge. It looks like d0 is also valid, which looks a bit cleaner: /roll {d6,d0+3}k1 . For concreteness, Proven is used in several of the Warhammer 40k games (Rogue Trader, Black Crusade, Deathwatch, and Only War) and the fan derivative Adeptus Evangelion. I personally usually encounter it on single-die weapons where the keep method works just fine, but a quick search has me finding 5d10+10 Proven 3 weapons in the hands of those Space Marines, at which point I'd make a rollable table for each relevant Proven level so you can just put /roll 5t[10p3]+10 .
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Lithl
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API Scripter
KingMarth said: That's quite useful, thanks. I guess 0d0 is a valid dice expression, it's unfortunate that regular math expressions don't work in dice groups without that kludge. It looks like d0 is also valid, which looks a bit cleaner: /roll {d6,d0+3}k1 . Well, math expressions work in groups, it's just that each element of a group has to be the same kind of expression. {5,6}kh1 works, and {d5,d6}kh1 works, but {5,d6}kh1 doesn't.
Minor update on this, the 4e Avenger feat Avenging Resolution gives Proven 3 to all weapon rolls from the Avenger. I've given up actually applying this as stated and I've gone with brutal, since the Roll20 4e sheet lets me enter "4r<2" for the damage die which I can then neatly use in all the other macros without needing to replace them all with table roll expressions.
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Edited 1457295732
There has been a lot of talk about low dice rolls. The question is: how to prove that a number is random? After all, 1 2 3 4 5 6 is random,  as is 5 5 5 5 5.  Answer: A large set of random numbers will converge around that mean. That means (no pun intended) that something as simple as /r 100d100 should total very close to 5050, or /r (100d100)/100 = 50.5 I tried this several times, and I consistently got numbers that were less than 5050. Not once did I get a sum over that. Try it also for other numbers: /r (100d20)/100 = 10.5 Despite the pseudo-jargon of the Quantum Roll engine, the true random results are not making it to the game. Perhaps the problem doesn't line in the engine itself, but in how the results are distributed across many games. Players (and subscribers) probably don't care that the engine generates truly random numbers for the universe--they want *their* dice rolls to be random.  -Falsoon
Falsoon said: There has been a lot of talk about low dice rolls... Relevance? Think you replied to the wrong post. This is a suggestion to allow for a different die probability distribution (though rollable tables are so incredibly flexible they can largely do this), concerns about the underlying random number generator being flawed are off topic.
KingMarth, Perhaps you are right. I will have to move that post.  Thanks. -Falsoon
I would like to move this post to investigations into the dice roller, but all the forums are closed.  Perhaps the dev team thinks this issue is solved. -Falsoon
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Roll20 Dev Team
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