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Formulaic Roll Table Dice Weight

I am making a campaign using a friend's custom-made system, and one of the things I noticed was needed was the ability to assign dynamic weights to table items. In this particular system, this is needed for determining whether an attack will hit, graze, miss, perform a deathblow, or get a critical failure. It's rather complex, so let me just give an example: The full gauge is 100 in length, with the attacker's weapon speed, Dexterity, and Accuracy bonus determining the attacker's total Accuracy, the defender's Dexterity and Evasion bonus determining the defender's total Evasion, and the hit range being the attacker's Accuracy minus the defender's Evasion (with an effective cap of 98). Deathblow and Critical Failure ranges are typically 1, but can be reduced to zero or increased up to the hit or miss range, respectively, minus double the graze range. The graze range is the number of spaces out from the place where the hit and miss zones connect extends out. In this example, the Deathblow, Critical Failure, and graze ranges are all 1, the attacker has a weapon speed of 71, 27 DEX, and a +8 Accuracy ring (total Accuracy is 108), and the defender has 35 DEX and +5 Evasion armor (total Evasion is 40). 108-40=68. The deathblow zone is 1, the hit zone is 2-67 (since the graze range is 1, it extends 1 number into the hit zone, and one into the miss zone), the graze zone is 68 and 69, the miss zone is 70-99, and the critical failure zone is 100. In this case, the rollable table should calculate that Deathblow and Critical Failure have a weight of 1, Graze has a weight of 2, Miss has a weight of 30, and Hit has a weight of 66.
wow. that seems overly complicated. i think it could be handled with macros if you set it up right, but it would take quite a bit of effort. just to be clear, you have 3 set stats on the attacker that add up to their hit chance(weapon speed, dex, bonus from the ring) and the defender has 2 set stats(dexterity and evasion) that they add up to get their total defense stat? If that is correct you can use an ability to calculate the total stats for attack and defense(or with more care, math, and probably headaches you can do it as an ability), then use different formulas in several spots on the same macro to get your critical hit, critical fail, and graze points. then the macro can roll a d100, and you can compare the results to your established crits, fails, and graze manually. example %{shooter} = total of weapon speed, dex, bonuses %{victim}= total of evasion and dex @{graze range]= graze increment @{crit hit}= size of critical hit @{crit fail}= Size of critical fail macro reads [[%{shooter} - %{victim}+@{graze}]] to [[%{shooter} - %{victim}-@{graze}]] for graze [[1+@{crit hit}]] for critical hit range [[100-@{crit fail}]] for critical fail range roll is [[1d100]] Anything between your crits and the graze numbers is a hit on the low side, or a fail on the high side if i understand your system correctly. Actually wasn't as complicated as i thought, though you would need more stats, abilities and macros for multiple weapons.....
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Edited 1393990645
Right, but the feature I was requesting was the ability to use formulas in a roll table item's weight instead of only being able to enter a hard weight. (Thank you for that macro, by the way! If weights must be entered manually, that certainly makes it easier to calculate it.)