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Awkward Dice roll commands, help.

So playing this new game me and my friends found online and we are struggling to put in dice commands to make it simple for us to work out if it's a success or fail. The game uses exploding dice and Gobbling dice. 10 mean roll an extra dice. 1 Counts as a failure, gobbling or nullifying a success starting with the highest rolled die and working down. If a 10 is gobbled then you do not gain its bonus die. If you roll a 1 as a bonus, then it doesn’t nullify. But this chances as the players increase in power, meaning higher a players tier of power, easier it is to get a success or even a bonus die and harder to fail. I'm at a loss of what commands if any will work. As the current way we are doing it is Nd10!>10. N being the number of dice being rolled. but this give use a total amount rolled and not how many successes there were. Any advice? Die roll examples.             Bonus/Success/Fail/Critical Fail Tier 1   10       9-6        5-2  1 Tier 2   10       9-5        4-2  1 Tier 3   10-9    8-5        4-2  1 Tier 4   10-9    8-4        3-2  1 Tier 5   10-8    7-4        3-2  1 Tier 6   10-8    7-3        2     1 Tier 7   10-7    6-3        2     1 Tier 8   10-7    6-2        X     1 Tier 9   10-6    5-2        1     X Tier 10 10-6    5-1        X     X
1471035766
Scott C.
Forum Champion
Sheet Author
API Scripter
Compendium Curator
Wow, that looks like one complicated system. Short of a custom API script, I don't think there is any way to do the gobble mechanic automatically. I think the best you're going to be able to do is take advantage of the formatting and do your roll as you have been (although based on that chart, you'd want to change your formula to be: 2d10!10>6 at level 1 since you succeed on 6 or higher. For tier 9 and higher you'd change it to: 2d10!10cf<0>6 to prevent it from formatting as a crit failure on a 1. Formatting wise; as you probably already know crits (your bonus) are already highlighted in green (max dice roll by default, but can be adjusted with cs>x) and crit fails are in red. The exploding dice always come immediately after the dice that they exploded from so, you can easily see if a 1 came from an exploding 10 based on the order. A more knowledgeable macro maven like Silvyre might have some better suggestions.
I will play around, thanks for the insight.
If anyone else has any clues, ideas or API scripts that could work, I'd be very appreciative.
1471370712
The Aaron
Pro
API Scripter
So, let me spit this back at you to be sure I get it. Tier 1: 4d10 Examples: 1 1 1 1 = 0 successes 10 10 10 10 =>  Bonuses:  1 1 1 1 = 4 successes 1 10 1 1 = 0 successes 1 5 10 10 => Bonus 5 = 1 success 1 5 10 10 => Bonus 9 = 2 successes 1 5 10 10 => Bonuses 10 1 = 3 successes (no bonus on bonus dice?) 9 9 9 9 => 4 successes What would this look like as a command? !adice <tier> <dice> !adice 1 4 1 2 6 9 ::= 1 success Sound about right?  Does anything else need to be communicated, like a bonus to each die rolled, or cases where the bonus doesn't take effect?
Sounds about right, this game does have an odd way of doing rolls. Initiative is another odd one (Agility + Agility Test Successes). EG. Matt has an Agility score of 2, so he rolls 2D10, getting a 3 and a 7, making his Initiative 3. However, Quen has an agility score of 3, and rolls a 3,6 and a 10. Her bonus dice rolls a 9, making her Initiative 6. I been keeping the commands simple and 'working' it out manually for the rolls so far, but...always looking to learn ^^ Would love to learn how to add Auto-rollers in, push a button and the sheet rolls for you...but this will take a lot of work for this game ^^