I know I asked for this a few days ago, but after some testing and new reading, I discovered I was wrong about the Dice mechanics of the game. I have, in the last couple of days been able to conjure a Dice Roller Macro that gives me almost everything I need. /roll ?{Number of Dice|1}d10!>?{Explosion Number|10}+{Bonus} Yet even this macro doesn't include everything I need. It allows me to adjust the number of dice rolled, which rolls are considered Crits and how big a bonus the roll receives. But I still require a single feature that I have so far found impossible to recreate in Roll20 I need all Crits to equal 10. To illustrate, say I set the Explosion Number in the macro to 9. This would mean i Crit everytime a nine or higher is rolled. Let's say i roll a 9 on the first roll and on the following explosion die I roll a 5. In a standard Compunding Dice system the result would total to 14. But in Double Cross, the Crit (9) would have been considered a 10, making the resulting total equal 15 rather than 14. If my explanation wasn't good enough here's an excerpt from the book about Crits and Critical Value " -Criticals- A Critical is achieved when a die a player rolls a ten. When this happens, a
player may re-roll the die that "criticaled" and add ten to his final score. If a rolled die Criticals again, a player may continue to re-roll that die until it
no longer Criticals. For each re-roll achieved a player may add ten to his final score. If more than one die criticals during a roll, a player may re-roll all dice that
criticals. However, that group of dice is considered as only one Critical. As such, a
player only adds ten points even if two dice criticaled during a single roll. To illustrate, lets say a player rolls three dice and gets a ten, ten, and a
seven. The player has criticaled once and may re-roll two dice. The second roll comes
up as a ten and three. The player has criticaled again and may re-roll one die. This
next roll results in a five. Five is the player's Score and he gets a bonus of twenty for
getting two Criticals. His resulting score is twenty-five. A Power that can lower a player's Critical Value will often have a limit set to
it. This limit is the lowest that the Power can lower the Critical Value. About the Critical Value Ten is number that a die is required to roll in order to be a Critical. This
number is called the Critical Value. However, it is possible to lower or increase the
requirement for Criticals. Through the use of Powers, players may lower the required number they
need to roll in order to gain a Critical. With the proper bonuses, dice that roll a nine
or less can be considered Criticals and thus subject to re-roll. So, lets assume
a player uses a Power to lower his Critical value to 9 and then
rolls a nine, nine, and one on a single dice. This player has criticaled and adds 10 two times as his bonus. The total of this roll would be 21." If you have any questions for me feel free to ask them. That is all. F.o.t.O.