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[Macro] Can I add or distract points on dice throws on skill checks?

So, my group is trying a Dark Eye campaign on Roll20.  One of the differences to AD&D rules is, that your skill checks are against three of your main abilities (say Knowledge, Strength and Charisma). You roll three d20 and you need to be below your ability score. Plus, you also have a skill score, you can use it to modify your dice throw (say you have a skill of 3, and your strength is 12. If you roll up to a 15 with the d20, you can use your three points to modify the roll so that your skill check is successful (if your other rolls are below the other to ability checks).  Now, setting up a macro to check if the roll is below the throw is not hard "<" works fine. But is there a system so I can tell the macro hat i have a pool of x points that can be used to modify the outcome? I know it is complicated and I understand if it doesn't work (but it would be awesome :) )  Also: Is there a reference document for all possible macro commands?  Sorry for the bad english, it's late and I'm a little tired. 
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Gauss
Forum Champion
Here is the reference:&nbsp; <a href="http://help.roll20.net/dice-rolling-reference/" rel="nofollow">http://help.roll20.net/dice-rolling-reference/</a> If I am understanding properly you are rolling 3d20 and adding a variable modifier and then checking it for successes?&nbsp; If you have 3dice and you must roll equal to or less than&nbsp; a 15 then we have the following (note: &lt; is actually &lt;=): /roll 3d20&lt;15 Now, if we want to add a modifier in that we can do that this way: /roll {3d20+mod}&lt;15 where mod = some number.&nbsp; Finally, in a macro the +mod could be a character sheet attribute. Here is how it would look in your macro: /roll {3d20+@mod}&lt;15 - Gauss
Hi Gauss,&nbsp; thanks, I'll dig into it.&nbsp; Cheers
Actually I'm having the same problem right now and this isn't "really" the solution. I looked into the reference as well and as far as I can see it isn't possible yet to emulate a skill check from "The Dark Eye". (or I'm not simply seeing it) The skill check contains three (different) rolls on attributes. If you fail a single attribute check it is possible to compensate the difference with your skill value (only bad results of the rolls are important, the positive difference isn't able to compensate for missing points in other attribute rolls). Sounds very confusing, and probably it is at the beginning. So to make things easier I'll give an example: "Climbing" would be a skill which requires a roll on "Courage", "Dexterity" and "Strength". Let's assume some values for those attributes and the skill. Let's say the climbing skill has a value of 4, Courage is 11, Dexterity is 12 and Strength is 13. Now you would roll 3 Dice: Let's say 13, 9 and 14. You would compare those rolls to your attributes: So Courage you rolled a 13 but have only 11 -&gt; 2 points deducted from your skill value. Dexterity you rolled a 9 and have 12 -&gt; roll is fine, but you don't get extra points. Strength you have rolled a 14 and have 13 -&gt; 1 further point deducted from your skill value. Result: The skill check is a success with a quality of 1 remaining point. (so you are able to do your job, but it isn't an outstanding feat) As far as I've seen you can set only a single "win"-condition per /roll -command....so I expect I won't be able to handle a roll this complicated at the moment with roll 20, but I would hope to see more complex features for the dice-roller/macro-writing some time in the future.
Sounds like Human interaction is required. &nbsp;:) &nbsp;Part of the social aspect of RPGs&nbsp;