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Scion Dice System

In Scion, you roll a number of dices equal your Attribute+Ability and gather successes. But different from WoD, you just need to get a 7 to get a success (so far not complicated with Roll20). The real trouble is: If you get a 10 on a die, it counts as 2 successes and even after looking for a while, I didn't find a way to make it work (so far you have to count all 10s in the Chatwindow). Does anybody know a way to make the Scion System work with Roll20 without relying on counting 10s?
Check this thread out. It seems like it should get you where you're trying to go. <a href="https://app.roll20.net/forum/post/283275/exalted-dice-using-rollable-tables#post-360589" rel="nofollow">https://app.roll20.net/forum/post/283275/exalted-dice-using-rollable-tables#post-360589</a>
Scion is an awesome game! I just finished a Scion game IRL. The dice as a table thing is the best way. I tried using the API to do it, and the API just got confused when I need to roll for mortals. If you will link the "dice table" to the sheet in the abilities section, then you can just increase the table based on things like Arete and even use Auto successes. Good luck. 1 Question though, How will you handle the small icons on the big map??...i.e. if Donnie uses Flight and Lightning Sprinter and Faster than Thought to move across the environment, how will you be able to see the map if you have to shrink the map to 10% to see where the characters and such are? Or if a person is in range, from across the city? Scion suffers from the massive scale problem, like Exalted, and that makes it difficult to have the table be big enough for the scale. In the same boat and looking for new ideas. Who PhD
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Thx James, I'm still new to Roll20 and didn't even consider these tables before. Seems like it still need a bit of work, but now I'm much nearer. @Who PhD: I play Scion in RL too and I'll handle it here almost exactly like in RL: I decide if a certain battle can really be visualized of if it works fine without. The battle in Tecuhtli's lair is a definite space, so I can use visualation, for example. If I battle in a city, I rather let the story flow with words as the battle continues. Sometimes things becomes unclear, but that's less irritating than use hours to design a battlefield which will be passed in less than 5 ticks. If you use a grid, scaling can be useful, too. If you have some Speedster on a run, then I often use one square/hex for 10yards or even more, the players who play those characters will count any yard-leftover, to show off their speed in the next tick. ;)
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Lithl
Pro
Sheet Author
API Scripter
Who PhD. said: 1 Question though, How will you handle the small icons on the big map??...i.e. if Donnie uses Flight and Lightning Sprinter and Faster than Thought to move across the environment, how will you be able to see the map if you have to shrink the map to 10% to see where the characters and such are? Or if a person is in range, from across the city? Scion suffers from the massive scale problem, like Exalted, and that makes it difficult to have the table be big enough for the scale. In the same boat and looking for new ideas. Exalted/Scion are not tactical combat games, so there is no need to have a grid. With no grid, there's no need to particularly care about measurements. Build your map to make it look good, and let that be that. (You should probably make sure map elements don't turn your player tokens into giants, though!)