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Attributes & Abilities in Macros

May 28 (12 years ago)
I am currently playing in a Star Wars D6 game and creating my own campaign as well. In D6 you have a dice pool to roll whatever it is you want. You take these dice, roll them, and total the amount versus a target number the GM sets. This is all straight forward, but the rub begins when you try to additional actions or have wound levels. When this occurs you lose entire die based on the situation. One of the dice mechanics is -1D6 for every action after the first. In example: Ham Salad has Blaster 7D6 and declares at the beginning of the round he will perform 3 actions so all his die rolls would be at -2D6. He decides to shoot his blaster three times, his modified skill is Blaster 5D6.

Now that I have explained what happens, is there a macros mechanic that allows me to remove the number of die from all die pools for that character?


You could do this by having an Attribute of "Actions" or something similiar where you would need to input the number of Actions.  This could also be tied to one of the bubbles on the Token so it can be update without having to pull up the character sheet all the time.  You could also have an attribute for the Target Number (TargetNum or some such).  Then have an attribute for each of your skills and have a single number in that.  So, for example:

Blaster = 7
Lightsaber = 4
Actions = 3
TargetNum = 5

Macro:
/roll (@{Blaster}-@{Actions}+1)d6>@{TargetNum}

That will roll 5 d6s for Blaster and compare it against the target number of 5:

I hope this helps

May 28 (12 years ago)

This does in indeed but the wild die is explosive. How do I add an explosive die?

Just add an exclamation (or two for less information) after the d6.  So, something like:  /roll (@{Blaster}-@{Actions}+1)d6!>@{TargetNum}

I believe it would impact all the d6 in that set, though.  So, if that is not what you want, then we may need to try something different.

EDIT: There is one downside to making the dice explode...it seems to break the >@{TargetNum} thing.  It still rolls the correct number of dice, but it does not tell you how many successes there were.

May 28 (12 years ago)

The TN is not an issue as its a sliding number based on what the person is doing. For instance, range for using a weapon has a sliding TN based upon how far the target is. As for the exploding die, only 1 of the dice in the pool is an exploding die and if the number o factions brings the skill to 1D then that leftover die is the exploding die..

May 28 (12 years ago)

This formula works but is not optimal where the Wild attribute is set to 1d6!:

/roll @{Wild}+(@{Blaster}-@{Actions}+1)d6

Wel, here's a modified version of the formula that may be more optimal:

/roll {(@{Blaster}-@{Actions})d6,1d6!}>@{TargetNum}

There, we encapsulate an exploding d6 with the Blaster-the number of actions without adding an additional one in there.  Before we were adding 1 to compensate for the free first action.  This way we don't have to worry about that.

Ok...here's an option I found, depending on how automated you want this to get...

Attributes:
Blaster = 7
Actions = 2
TargetNum = 5

Desired Result:  roll 6 dice, with one of them exploding and count the number of rolls that are greater than or equal to 5

Assumption: on the exploding die, you only want the final number to count toward a success and not any re-rolls (i.e. if I roll 6 and then a 6 and then 1 on the exploding, you want that count as one success and not two).

Here's the formula the macro formula that accomplishes that:

/roll {(@{Blaster}-@{Actions})d6}>@{TargetNum} + {1d6!!}>@{TargetNum} 

You could then set the the token such that one of the Bars is tied to the number of Actions and another one of the bars is set to the Target Number.  This way, you can update both of those using the bubbles on the token and then hit the macro button and everything should work.