Roll20 uses cookies to improve your experience on our site. Cookies enable you to enjoy certain features, social sharing functionality, and tailor message and display ads to your interests on our site and others. They also help us understand how our site is being used. By continuing to use our site, you consent to our use of cookies. Update your cookie preferences .
×

Trying to simplify rolling for a custom system

Alright so, I'm in the middle of developing a new system pretty much wholesale, and it uses a somewhat unique dice rolling scheme. Said scheme is fine when done in person, but a massive headache when done in Roll20. So, I figured some scripting should help fix that issue. Only problem is, I have no idea where to start. The rolling scheme is kinda complicated sounding, but I feel is straight forward. When making any kind of check, the player rolls a pool of dice, takes the 2 highest rolled and adds them plus whatever modifiers they have. The pool starts at a default of 2d10. The player can add additional d10s from various effects, stats, and conditions, or are rewarded them by the GM; other such effects that would be detrimental would instead replace dice in the pool with smaller ones as needed. If any die in the pool results in a 1, that player suffers a Setback for each 1 in the pool, and for each 10+ (the pool caps at 5 dice, any more dice just increases the size of the pre-existing dice instead) gives the player an Advance; Setbacks and Advances cancel each other out. What I'm really looking for is an easier/faster way to build the dice pools and to auto-calculate the result and Setbacks/Advances.
1562437200
GiGs
Pro
Sheet Author
API Scripter
I posted a script recently that could be modified to do this. I'm not clear about some of what you described. For a script to work, you need to describe the system completely and precisely, The player can add additional d10s from various effects, stats, and conditions, or are rewarded them by the GM; other such effects that would be detrimental would instead replace dice in the pool with smaller ones as needed.   How does this work? If any die in the pool results in a 1, that player suffers a Setback for each 1 in the pool, Do setbacks just get reported as "2 Setbacks" or do they have an effect on the roll result? (the pool caps at 5 dice, any more dice just increases the size of the pre-existing dice instead ) What does this mean and how does it work?
Sorry about being unclear, thanks for responding so quickly though The player can add additional d10s from various effects, stats, and conditions, or are rewarded them by the GM; other such effects that would be detrimental would instead replace dice in the pool with smaller ones as needed.   How does this work? To give an example, say the character was making a jump across an alley from one rooftop to another with a running start and they're overburdened. In this case, the character would be getting an added die to the pool for the running start, but one die would be smaller than it normally would be because of the weight, so they would roll 2d10 and 1d8. If any die in the pool results in a 1, that player suffers a Setback for each 1 in the pool, Do setbacks just get reported as "2 Setbacks" or do they have an effect on the roll result? Let me first try to clarify: Any die in the pool, when rolled, that results in a 1 will get reported as a Setback, even if that die is not added to the final roll result. Setbacks and Advances are mainly to have narrative consequences, but certain mechanics will also use them. Functionally, they are to allow for 'partial success' or 'partial failure' outcomes. Another way of looking at it is "You passed the check, but this also happens as a result" and vice versa. (the pool caps at 5 dice, any more dice just increases the size of the pre-existing dice instead ) What does this mean and how does it work? Environmental conditions, class abilities, feats, spell effects, and other effects or conditions can either add Bonus Dice or Penalties to a dice pool for a given check; however, the dice pool for any given check can not exceed a total of 5 dice. In a situation where the player/character would otherwise be rolling more than 5 dice, they would instead roll 5 dice, increasing the size of the smallest die in the pool by one step per each surplus die. Penalties lower the size of a die in the pool, starting with the smallest die. Each Penalty lowers a die by one step; targeting the same die until it is a d3, after which the remaining remaining Penalties are applied to the next smallest die in the pool.
1562440043
GiGs
Pro
Sheet Author
API Scripter
Is the total of the dice a simple sum? You add the dice (up to 5) and report the sum of those dice as the result?
No, you only take the highest 2 for the sum
1562445636
GiGs
Pro
Sheet Author
API Scripter
You can do some of what you need without a script by the way. For instance /roll {2d10+1d10+1d8+1d4}kh2  will give you the total of whichever two dice are highest.
Huh, thanks for that. I wasn't aware of the 'kh2' trick. I'll remember that, good stop gap till I can get the whole thing working. Also, you mentioned a script that comes close to what I want. Mind sending me a link to that? I'd like to read over it and see if I can't learn how to do this stuff on my own
1562447119

Edited 1562447142
GiGs
Pro
Sheet Author
API Scripter
Here;s the script I was thinking of, but it might not be very comprehensible <a href="https://app.roll20.net/forum/permalink/7572446/" rel="nofollow">https://app.roll20.net/forum/permalink/7572446/</a>