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Why do rogues wear leather armor? Because it’s made of hide. 🥷

Dice Roll gives only a result in a certain range

Hi, I am new here and forgive me I'am German so my english may be a bit strange... ;o) I want to play Dungeonslayers here and try to set up macros for certain actions. Every DS Character has an Attack Value p.e. 12 and you roll with a D20 dice. When the result is <= your attack - means it 'worked' and the target has to roll a D20 on his Defense Example: Player1 (Attack: 12) attacks an Enemy (Defense: 10, Livepoints: 20) Player1 rolls 1d20 - Result: 10 (For 10 is smaller than his Attackvalue (12) it turned out that the attack worked) Now the Enemy has to roll a d20 on Defense - Result: 11 (For 11 is greater than his Defensevalue (10) he failed in defending himself) All 10 points are taken from his Livespoints. A Result of 6 it would have meant: that the enemy has blocked 6 and looses only 4 points on it's strength Now i want to make a macro: /me Player 1 attacks with his mighty sword /roll 1d20<12 The result is that if it worked out (1d20 <=12) i get a message 1 Succeed I want instead something like: '... and he hit's the enemy with ' value 'damage' or 'but he failed!!!' Possible? Thanks for an reply in advance ... Kind regards Till
That's definitely an API thing. If it helps, though, one of the games I run assigns an Accuracy value to each attack, so you basically roll 1d20-Accuracy and it displays that number. Then the opponent could roll their 1d20 and try to beat the displayed number?
I think this is not going to work for the result of the roll is the number of hitpoints (when it is smaller than the attack value) /em Player 1 attacks with his mighty sword... /roll 1d20 -12 p.e. Roll-result= 10 causes 10 damage (to be defended with a different roll) If i subtract 12 from 10 i get -2 If i try /em Player 1 attacks with his mighty sword... /roll 1d20 -8 If i subtract 8 from 10 i get 2 Hmm
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There are two ways I can think of to do this: First, is the simplest. Just report the target number and show the d20 roll, and let players read the die. For instance: /em rolls against a Skill of [[@{Skill}]] /roll 1d20. The second is to realise that rolling d20, keeping the score unless it exceeds skill, is statistically identical to roll d20, count how much you succeed by. For instance, if you are rolling 1d20 vs a score of 12, and roll a 7, you succeed with an effect of 7. If you use a roll under system and count how much you succeed by, then if you roll d20 against a skill of 12 and roll 5, you succeed by 7, and get an effect of 7. Minor technical note: for this to work you need to add 1 to the effect, so that a succeed exactly is the same as a result of 1 in the printed system/) Both systems provide exactly the same success odds, exactly the same success range, are identical in every way that matters. Except that the method used by that system is quicker and easier to read when real people are sitting and rolling dice. But with roll20, it's easier to flip the dice, and use this macro: /roll {@{Skill}-1d20+1,0d1}kh1 It reports a result of zero when the character misses, and reports the effect when the character succeeds. You can hide the working by using this instead: /me rolls Skill and gets a result of [[{@{Skill}-1d20+1,0d1}kh1]]
Cool, i'll try that later... thanks a lot... Till