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Need a Roll Under die macro using d12.

Hiya! My brother and I are thinking about starting a VTT game (he lives multiple thousands of kilometers away). We are contemplating Roll20, Fantasy Grounds II (I have two Ultimate licenses), and BattlegroundsRPG (I have licenses for that too). Now, before anyone says "Well, just use those"...FGII doesn't have the rule set for Dominion Rules RPG (<a href="http://www.dominionrules.org" rel="nofollow">www.dominionrules.org</a>), which is what I'm thinking about running. Anyway, DR uses a 1d12 check and you need to roll under a 'skill number'. You want to roll as high as possible, but still equal or under your adjusted number. For example : Durgaard tries to Strike his enemy with his Axe. Durgaard's adjusted Strike Score (a skill, modified by weapon/armor/etc) of, lets say, 7. He rolls 1d12 and wants a 7. A 6 is next best, then 5, 4, 3, 2, 1. His roll is what determines how 'successful' he was. In this case, it's has base damage, plus weapon damage...then subtract opponents armor value. If he had rolled a 1, he still succeeded, but would have done less damage. With this system the higher skilled character has a greater chance to his his opponent and a greater chance to do more damage...in stead of many "roll over" systems that only deal with greater to hit chance, but ignore the skill with regards to damage.&nbsp; So, does anyone have a macro for this? I looked at the Wiki and couldn't see anything. I emailed Roll20, and was basically told "Go ask someone else on the forums". So here I am. ^_^ Paul L. Ming
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Scott C.
Forum Champion
Sheet Author
API Scripter
Compendium Curator
[[1d12&lt;target#]] will give you an output of success/failure, hovering over the hihglighted number will give you the actual roll.
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Finderski
Plus
Sheet Author
Compendium Curator
Or could also do something like this: /r 1d12&lt;?{Target Number} That will prompt for the Target Number, show the dice and also indicate success. Depending on what all you want to do, there are a ton of other options. &nbsp;If you were wanting the output of that roll to automatically feed into a damage roll, you'll likely need to use the API for that.&nbsp;
1470950115
Pat S.
Forum Champion
Sheet Author
As Scott and Finderski gave you some samples on how to work what you want, I will supply you this&nbsp; link to our wiki page that contains dice options. Have fun and keep the dice rolling.
You could combine this into one roll... but it would be a little backwards compared to roll under. Instead, you subtract a 1d12 roll from 1 + the target number. In your example, it was 7. A roll of 1 would be subtracted from 8, give you 7 possible damage before the withstand injury roll or any other modifiers. You could also replace ?{TargetNumber} with @{attribute} calls and such instead. [[ {[[1 + ?{TargetNumber}]] - 1d12cs1cf13, 0d0}kh1 ]] damage [[ {[[1 + @{Durgaard|Strike}]] - 1d12cs1cf13 - ?{Defence Penalty|0}, 0d0}kh1 ]] damage
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Edited 1470955799
Scott C.
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doing something like: [[{1d12cs?{target#|0}cf&gt;[[?{target#}+1]],?{target#} +0d0}kl1]] should give you closer to what you want than what I put up before. at a target number of 7, you would get 7 damage (base) done on a roll of a 7 (Along with the nice green border to tell you it was a crit success), and 1 damage done on a roll of a 1. The macro would still return a 7 for anything over the target number but you would have a red border around the result telling you that it was actually a failure. Examples of what the output looks like (normal success, rolling above target number, and rolling exactly target number respectively): You could combine this with rolling with bonuses by putting them after the kl1: [[{1d12cs?{target#|0}cf&gt;[[?{target#}+1]],?{target#} +0d0}kl1 + Bonuses - Penalties]]
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Edited 1471047711
Hiya! Thanks Scott C. and others! I think Scotts is going to be nigh perfect! I didn't even know you could put "colour indicators" around numbers! This will make it easy at a glance! :) Maybe tomorrow my bro, his wife and I can give this thing a whirl! ^_^ Paul L. Ming PS: I also didn't know I could end every sentence in a post with an exclaimation mark! ;)
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Edited 1471100335
Scott C.
Forum Champion
Sheet Author
API Scripter
Compendium Curator
So, because my brain just won't turn off, I came up with another (maybe better, maybe just different) way for you to do this. We can take advantage of the order of operations and the fact that a rollable table item with a number at its start resolves to that number to turn a rollable table into a custom die so that it only has values for the possible success points and 0 for everything else. Additionally, if you make several different tables (probably 12 since it looks like your system uses a d12) you can make a macro to call the varying tables based on a characters skill in the applicable task. I'll sketch out an example for your skill of 7 case above. You would use this inline roll to get the roll result which you could then modify by adding/subtracting the necessary situational bonuses/penalties: [[1t[@{strike}-Skill] ]] TableName 7-Skill Value Weight 1 1 2 1 3 1 4 1 5 1 6 1 7 1 0 3