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Custom # of hit dice?

1529565283

Edited 1529650823
Hey guys, I'm playing Ranger and a custom homebrew class (Emergent) for multiclassing. I figured that, in order to make things in my char sheet work properly, I'd have to make my custom class the main one and put Ranger as the multiclass (so I can have the Emergent under the Custom Class Options). The problem is, the hit dice for Emergents are 2 d6. Initially, I considered "solving" this by converting it to a D12 in Roll 20. The problem is, with 2d6, the minimum you can roll is 2 and, with 1d12, the minimum you can roll is a Natural 1. Is there a way to make my hit dice D6 in Roll20 but then saying somewhere that this class gets 2 hit dice per level instead of 1? I'm using the "OLG by Roll20" character sheet for 5E. The options it gives you for the hit dice are D4, D6, D8, D10 and D12, but it doesn't give you an option to change the number of hit dice per level, as far as I can see. However, I was wondering if I could maybe tweak an Attribute variable for instance, but I'd need to know which to change ( hitdie_final maybe?) and what to change it into. I tried changing the  hitdietype  variable from 6 into 2d6 but it didn't work. Thoughts? Thanks.
you might be able to put *2d6 in what ever field you would normally put d12 into.  It depends on what sheet you are using and how it is constructed, so I'd suggest adding in what sheet you are using to get more help.
1529566641

Edited 1529568271
Aranador said: you might be able to put *2d6 in what ever field you would normally put d12 into.  It depends on what sheet you are using and how it is constructed, so I'd suggest adding in what sheet you are using to get more help. I'm using the "OLG by Roll20" character sheet for 5E.
not really doable with the default ogl sheet. I'd suggest using d6 as the hit die in the custom settings then just rolling an extra d6 for every roll of the hit die
1529695351
The Aaron
Pro
API Scripter
I wonder if a rollable table with appropriate distributions of results would work?
1529695765

Edited 1529700526
The Aaron said: I wonder if a rollable table with appropriate distributions of results would work? I have no idea what a rollable table is or how it works, is there a place where I could get more info on it? Or on how to create it to roll 2d6? Is there a way to make the table always show 2 results at the same time?
1529701364
The Aaron
Pro
API Scripter
Here are details on Rollable Tables:&nbsp; <a href="https://wiki.roll20.net/Collections#Rollable_Table" rel="nofollow">https://wiki.roll20.net/Collections#Rollable_Table</a>... It's basically a collection of values with weights associated.&nbsp; You couldn't have two separate values, but you could have all the possible sums from 2-12 with the right weights, treated as a single "die".&nbsp; Here's the distribution:&nbsp; <a href="https://anydice.com/program/20" rel="nofollow">https://anydice.com/program/20</a> Where you'd roll like this: [[2d6]] You'd instead roll with the table, assuming it was named twod6: [[ 1t[twod6] ]] and get a value from 2 to 12, with 7 being the most common.
The Aaron said: Here are details on Rollable Tables:&nbsp; <a href="https://wiki.roll20.net/Collections#Rollable_Table" rel="nofollow">https://wiki.roll20.net/Collections#Rollable_Table</a>... It's basically a collection of values with weights associated.&nbsp; You couldn't have two separate values, but you could have all the possible sums from 2-12 with the right weights, treated as a single "die".&nbsp; Here's the distribution:&nbsp; <a href="https://anydice.com/program/20" rel="nofollow">https://anydice.com/program/20</a> Where you'd roll like this: [[2d6]] You'd instead roll with the table, assuming it was named twod6: [[ 1t[twod6] ]] and get a value from 2 to 12, with 7 being the most common. What I don't get there is the percentages. On a 6 sided die, shouldn't all faces of the die have a 1/6 chance to be rolled, thus all of them having a higher chance to be rolled than others? Why would 7 be the most common?
1529702511

Edited 1529702607
It's because of all of the possible combinations of the two six-sided dice. A total of 7 can occur when the dice show 1 and 6, 2 and 5, as well as 3 and 4, as opposed to a total of 2 which requires that both dice are 1. Die 1 Die 2 Total 1 1 2 1 2 3 1 3 4 1 4 5 1 5 6 1 6 7 2 1 3 2 2 4 2 3 5 2 4 6 2 5 7 2 6 8 3 1 4 3 2 5 3 3 6 3 4 7 3 5 8 3 6 9 4 1 5 4 2 6 4 3 7 4 4 8 4 5 9 4 6 10 5 1 6 5 2 7 5 3 8 5 4 9 5 5 10 5 6 11 6 1 7 6 2 8 6 3 9 6 4 10 6 5 11 6 6 12 Total Count 2 1 3 2 4 3 5 4 6 5 7 6 8 5 9 4 10 3 11 2 12 1
1529702772

Edited 1529733713
Ah, that makes sense I suppose. However, I can't seem to be able to input those exact percentages. If I try to set "2.78" for #2, it just transforms it into "2" instead.
Rather than using a percentage with a decimal, use the counts I provided in my previous post as the weight. So 2 would have a weight of 1 and 7 would have a weight of 6.
1529704782
The Aaron
Pro
API Scripter
Yeah, the count is a better route. If you did need to use percentages, you’d just multiply them all by done large constant like 100.&nbsp;
And what do I need to add to the&nbsp;[[ 1t[twod6] ]] formula for it to roll (2d6 from the rollable table) + (player's CON modifier)?
1529758045
The Aaron
Pro
API Scripter
Something like:&nbsp; [[ 1t[twod6] + @{con} ]]