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Macro: exploding dice with modifiers?

October 11 (9 years ago)

Edited October 11 (9 years ago)
So me and my friends have our own RP system thing and I have a monk
My monk can do 2 punches 2*(1d4+str) and every time it hits 4 (crit) I get to roll again.

I know that to get more dice I can do this 2*(1d4!+str) however it will only add the str modifier once and I have a lot of other modifiers to add to that later too.
I also thought of the idea of counting the amount of crits and multiplying that with my modifiers, however I dont think that's possible either as you'd lose the original role. 

TL;DR
see damage on the rollsmodifiers on each dice
[[1d4!+modifiers]]Yesno (only once)
[[({1d4!}>4)*modifiers]]noyes
So yeah. is there any way for me to get both in 1 roll?


October 11 (9 years ago)

Edited October 11 (9 years ago)
EDIT: Posted as a separate topic, but we're talking about the same thing and game and all.

I've spent the past hour or two looking around the forum and wiki, trying out bits and pieces here and there, but I cannot seem to figure out how to make exploding dice have modifiers added to them.

We're basically running a system where you roll for damage and you roll maximum possible damage, you roll again without Stat modifier. Thing is that there are other modifiers, such as damage buffs, which factor in.

Say I wield a sword, which deals 1D10 damage, and I have Sword Training trait which gives me +2 (all numbers are arbitary) to all sword damage. Swords are reliant on Strength, which gives me +5 damage ontop.

I roll a 10+5+2 = 17 on damage, which is a crit, therefor I roll 1D10 again, this time without +5 since it's a Stat Mod, but still with +2 since it's a buff to sword damage.

Exploding dice rolls add all chaining crits, but adds the modifiers in the end, meaning you can have chained 5 10s and a 4, but there's only been added +2 from Sword Training, where +12 should've been added.

My best guess would've been: /roll (1D10+2)!+5, telling Roll20 that all rolls of 12 should explode and then add 5 to the sum. Basically Exploding Dice, but shifting the test and addition by +2. This, however, only rolls 1D10 and adds 2, leaving out +5 entirely.

Another function of this would allow several dice to add to a sum, which would then explode and call the multi-dice roll again. An example would be a minion spell I'm using, whose attack could be: /roll (2D4+4)!, checking for all occasions where both D4s have rolled max and would then explode, calling the entire roll function again, adding another 2D4+4 to the damage.