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Take out individual die roll results

1390757867

Edited 1390758092
I'm playing GURPS. A turn is only a second long. Defender's roll numerous times outside their turn to avoid getting hit as apposed to a static AC. There are many time consuming rolls being made. While the macros help, I wonder if there is an option to keep individual die rolls from showing up in the chat window?With only the sum of the die roll left in the chat, it would cut out half the lines of text in the chat window.
1390758692

Edited 1390758727
Try placing the expression in double brackets, like this: [[3d6]]. Don't worry about using the /r command, just get everything within double brackets. The wiki breaks down inline dice rolls a bit more in-depth.
thank you this is just what I'm looking for.
Dave D. is referencing "inline" rolls. If you'd like to know more about them and other fun things you can do with dice roll expressions, you can check our Dice Reference Wiki Page.
My standard GURPS macro: /em [[3d6]] GM secret roll macro: /w gm [[3d6]] That's 90% of play. I've added rollable tables for random hit locations and critical success/failure results (unfortunately because of how things like Fright Checks work I still use a lookup for those until I finally break down and get API), and each player/token gets standardized damage macros where appropriate. Works really well IMO.
api and imo? Unrelated, what. techniques have you used to keep all GURPS options but make it a little less lethal? I'm use to systems like Pathfinder and world of darkness.
Luck and Hard to Kill works nicely. I would recommend using random hit locations too instead of assigning damage to the torso - although this did lead to 2 of 4 PCs running around in arm slings during the late stages of my last Gurps campaign. I'd stay away from the Hard to Subdue advantage as you tend to die instead of just passing out. API - Application Programming Interface. Here, it's a way for Mentor level subscribers to do some automating and scripting through Java. IMO - In My Opinion
If you're talking low tech, it's actually hard to die in GURPS. You're hors de combat at 0, but you're not making survival rolls until -1x HP. Recommend extra hit points and HT higher than 10 as a start. And armor. Always armor. The real danger in a standard fight is your whole side getting incapacitated and the enemy just slaughtering you, or your side running away without you, or an unfortunate critical. Or dismemberment. (Extra HP and HT!) As tech increases, so does the danger. I have muskets in my campaign and there have been some hilarious shots. At TL 6+ you're in trouble. At TL 9+ try to avoid gunfights. Ablative DR works like a standard D&D hit point buffer if that's what you want.
1391101810

Edited 1391101991
I'm moving this to the Specific use forums since the ability to take out the individual die results already exists and things seem to be turning towards how to run GURPS in Roll20. :)