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Rollable Table Entry with Dice Roll

In order to streamline my games and allow me a bit of wriggle to improvise I have several Rollable Tables for generating random names and treasures and loot and furniture. I've been working around what I consider to be a bug, but am curious if there is a way to implement my desired behavior that I'm not aware of. If I have a table with the following entries: [[1d6]] small stones [[2d4]] caltrops ...then there is a 50% chance of stones and 50% chance of caltrops. But when I roll the table, the [[1d6]] is not rolled to a number. The chat literally displays "[[1d6]] small stones" instead of something like "4 small stones" If I make a separate entry for each number in the Rollable Table: 1 small stones 2 small stones ... 7 caltrops 8 caltrops ...then there is no longer a 50% chance of stones vs caltrops. Also, this is a lot more tedious. I'm currently rolling the numbers in the macro itself like this: /w "Character Name" You have looted [[1d6]] [[1t[Table-Name] ]] from the fallen enemy. The problem here is that I can't have 1d6 stones vs 2d4 caltrops in the same table. Is there a way to get my desired functionality aside from what I've already tried?
1478112556
Scott C.
Forum Champion
Sheet Author
API Scripter
Compendium Curator
This is the intended functionality of rollable tables unfortunately. They don't nest like macros or roll queries do. There is an  API script (Pro Perk) that eliminates this hassle, but that does of course require the game creator to be a pro subscriber.
Ok. Thank you Scott. I think eventually I will muster up the dough to get a year subscription. It seems the API has a lot of stuff I would use.
1478118155

Edited 1478118253
Lithl
Pro
Sheet Author
API Scripter
Alex said: If I make a separate entry for each number in the Rollable Table: 1 small stones 2 small stones ... 7 caltrops 8 caltrops ...then there is no longer a 50% chance of stones vs caltrops. Also, this is a lot more tedious. However, this table should accomplish what you're looking for: Weight Value 8333 1 small stone 8333 2 small stones 8333 3 small stones 8333 4 small stones 8333 5 small stones 8333 6 small stones 3125 2 caltrops 6250 3 caltrops 9375 4 caltrops 12500 5 caltrops 9375 6 caltrops 6250 7 caltrops 3125 8 caltrops This table should be 0.002% off (in favor of rolling caltrops, so 49.998% chance for a small stone instead of 50%) the correct probabilities for 50% chance of 1d6 and 50% chance of 2d4. Essentially, for each table item's weight, take the chance for that number to show on the die (1/6 for the small stones, 1/16 through 4/16 for the caltrops), multiply it by the chance of that item being chosen (0.5, in this case), and then multiply by some power of 10 (because the rollable tables system doesn't do decimals).