
I’ve been working on a character sheet for Nightlife ,
and have made decent progress, here’s a peek:
However, I’m having an issue with combat rolls. Combat
rolls in Nightlife work by trying to roll under your combat skill’s score on a
d100, with modifiers and auto success/auto failure ranges on the roll. Which is achievable enough, this does the
trick nicely:
'/roll {1d100cs<1cf>96+?{Modifier|0}}<@{score}f>[[96+?{Modifier|0}]]'
The problem comes with what’s meant to happen next. Following a successful combat skill roll you
need to calculate your damage modifier from that roll. Which is:
([Combat skill score] – [previous roll’s d100 result])/10
But unless I’m mistaken performing calculations with the dice
result is beyond the capacities of a roll template. And I don’t want to stray
into the dark forest of API scripts as I eventually want to make this sheet available
for public use.
So basically, I just wanted to check if there’s a clever way
I’ve missed to pull off this damage modifier calculation. I get a bit OCD with these things, and it’s
going to irritate me no end to have to exclude this one mechanic XD.