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Assistance requested with Success/Fail Dice Macro

Hello, I've been tinkering around with the dice macros in an attempt to get a modified version of The Pool system up and running for my players. So far, I've figured out how to determine which dices are a success and which ones are a failure, and to display those results. The game works on a d6 system, where players roll a number of d6 according to the attribute they are rolling, plus whatever dice they want to gamble from their "pool". Here's what I have so far: /roll?{Attribute Bonus?|Seeking Adventure, @{Seeking Adventure}| Puzzle Solver, @{Puzzle Solver}| Fox (Clever Solitary Mischievous), @{Fox (Clever, Solitary, Mischievous)}}d6=6f1+?{How many pool dice will you use?}d6=6f1 They select their attribute bonus, plus the amount of pool dice they're gambling. The system rolls all of the dice, and spits out successes for 6's and failures for 1's. In The Pool, a success trumps any failures. For example, if a player rolls 5d6, and they get three failures and one success, the roll is considered successful. In my modifications, instead of 6's being a trump, they count as double against failures. So, if the players roll 5d6, and get three failures (-3) and one success (+2), they still fail with a total of (-1).  Does anyone know of a way to adjust the macro so that 6's count twice towards successes? In addition, is there any way to alter the macro to spit out "Success" or "Failure" depending on the end result?  A little off topic, but I'm also looking for a way to adjust the attribute value of their pool die, based on the number they gamble. So if their pool attribute is "4" and they gamble two dice and fail, I'd like for the 4 to become a 2. Vice-Versa, I'd like if they succeed for the number to stay the same, or even increase. Any help offered is greatly appreciated. Thank you.
1545996113
GiGs
Pro
Sheet Author
API Scripter
Much of what you're asking just isnt possible with the basic dice system. The roll20 dice roll system doesnt support conditional effects (eg. none of these are possible: "if rolla 6, count as double" or "if the roll fails, subtract commitment", or "if roll 1s, count as success, if roll 6s, count as fail, and otherwise report GM narrates"). Also, macros can only read character stats, they cant alter them. You can have it report success or failure, kinda. It will show 1 for success, and 0 for failure. Try it with something like /roll 6d6>6 this will report the number of sixes you roll, and 0 if you score none. Whereas this: /roll {6d6}kh1>6 will report 1 if you get any number of successes, and 0 if you get none. By default, roll20 will show dice as red if you roll a 1, and green if you roll the maximum value on a die, so you can see at a glance which qualify. A roll like /roll 6d6sa with roll 6 dice, sort them in ascending order, allowing you to easily see all the 1s together and all the 6s together 9and the colour coding will help them stand out), and allowing you to count them up manually. It's fairly trivial to solve these issues if you were using a custom character sheet, or writing an API script, but they are both Pro features, requiring a $10/month subscription. Otherwise, you'll have to do most of it manually.