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Complex exploding dice

Hello, I'm very new to this program and have a question about whether or not it is possible to emulate the dice system of my groups homebrew system here. Our system is d12 dice pool based. 10, 11, and 12 are successes which compete with a target number. The problem is that the dice explode in a way that doesn't seem to be convenient to do in the roll20 roller without manually rolling the bonus dice separately 11s grant 1 additional die, 12s grant 2 additional dice. The roll20 roller seems capable of recognizing both 11s and 12s as explosive, but I can't find a way to make it "double explode" 12s. Is this possible? Or will we just have to manually roll the extra dice from 12s.
1431881730
The Aaron
Roll20 Production Team
API Scripter
That isn't possible with the dice engine currently. Such can be handled via the API, a Mentor Level Perk.
1431887481

Edited 1431887504
Sadly it is as Aaron describes it. What you "could" do to help your players is to set the critical success (cs) with cs11cs12 after your treshhold. In this way it will color 11 and 12 in green and your players have an easier time counting the number of exploding dice they have to reroll. This is a indicator at best but by far no real help for your request.
1431904725
The Aaron
Pro
API Scripter
With what Wandler said, if you don't have a critical fail, you could use both: [[1d12cf11cs12]] and know that you need to roll another die if red, 2 more if green. (and you can use more than 1 at the beginning...=D)