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Critical Success Highlight with Multiple Dice on a Single Roll

While I must be missing something in the wiki or on the forums (maybe I'm searching with the wrong key words or something). I'm trying to do something very simple. Let's say I roll 4d4. I want there to be no "critical failure" (highlight red), but I want anything higher than 14 to be a "critical success" (highlight green). I thought this would work: [[4d4]]cf=0cs>14 That didn't at all, so, I tried: [[4d4cf=0cs>14]] No dice (put intended). Well, partial. 1's no longer show up as failures (awesome), but still no green highlighting on 14+. In any case, anyone got any insight into this?
1589954672
GiGs
Pro
Sheet Author
API Scripter
You cant get critical highlighting on multiple dice. It's one of the limitations of the dice system: it only checks single dice for this.
What about critical highlighting on single dice in a single roll, but their is a number added to the dice roll? Ex.: 1d4+1 I want say... critical success on a 4 and 5. Would this work? [[1d4+1cs>4]]
1589956000
vÍnce
Pro
Sheet Author
I think you would need to change the macro to lower the cs threshold instead of adding bonus to the roll. [[ 1d4cs>[[ 4-1 ]] ]]
Vince said: [[ 1d4cs>[[ 4-1 ]] ]] But why do that when you could just input that number directly? A la... [[1d4cs>3]] Does this not achieve the same effect as what you are proposing? Not bashing it, just wondering.
1589956539
vÍnce
Pro
Sheet Author
I just assumed that the +1 was a variable (maybe an attribute/modifier that can change?)  So maybe it's something more like [[ 1d4cs>[[ 4-@{mod} ]] ]] If someone changes the mod, the macro adjusts to account for the change.  
So, originally, I was thinking of multiple dice rolled and get a cs or cf from that... but was informed it is not possible... (i.e. 4d4cs>14) But then I thought... well, what if I do... 1d13+3cs>14 So... "changing the macro" wouldn't solve the issue. Essentially, the "1" you thought of as a variable, CANNOT be a variable, it is static. I didn't think that roll20's api would be this restrictive, but apparently it is.
1590281804
Oosh
Sheet Author
API Scripter
For the last example, [[1d13cs>11+3]] works. This gives you a very different distribution to 4d4 though.
Ok, I'll give it a shot... let's see what we can do!
*sigh* Andrew is like the biggest genius ever. You rock dood. So, yeah, all I gotta do is lower the cs by the same as the bonus at the end so that that calculated total still shows the correct number but is adjusted to highlight the natural roll that produced it. As always, EPIC SAUCE. You da man!
1590340710

Edited 1590340724
Yeah 1d13+3 is a flat, even distribution; you are just as likely to get 4 as you are to get 16. 4d4 is a bell curve with 4 and 16 being much more rare compared to a result of 10.
Damn... good point. *sigh* Back to the drawing board.
1590363849
Oosh
Sheet Author
API Scripter
You can emulate the bell curve distribution with a roll table, I believe? Not sure if that would do anything for what you're trying to achieve.
Can you have critical success/failure with a roll table?
1590466243

Edited 1590466492
Oosh
Sheet Author
API Scripter
You can enter whatever you like in a roll table, e.g. ...."10" "11" "12" "13 - Critical Success!" "14 - Critical Success!" .... and so on. If the green box is absolutely vital for some reason, just do a [[1d1cs1+12]], screenshot the 13 in its happy green box and use it as the token for a 13 rolled from the 4d4 rollable table? It seems achievable, and the weighting for each possible roll takes 5 seconds to google. Whether or not it's worth that much effort (especially screenshotting each possible number to make tokens from) is an entirely different question.
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Edited 1590778137
I've actually never used a roll table... I'mma play with that.
yeah... roll table is not quite what I'm looking for, because it's results can't be displayed inline with text.
1590973018

Edited 1590973082
Oosh
Sheet Author
API Scripter
Should be able to: /me uses [[1t[table]]] inline [[1t[table]]] rollable [[1t[table]]] results [[1t[table]]]! I'm not sure if you can get the tokens to output to chat via macro though. Also you can't wrap an inline roll and table roll in the same [[ ]].
In actuality, this was for rolling attributes and noting attributes that get bonus dice. For instance, in Palladium, you roll 3D6 for each attribute and then if you get a 16 or higher you can roll another die. Instead of "exploding" dice, I just have them set aside to put elsewhere (thereby being able to have an attribute of 16).
1591051413
Kraynic
Pro
Sheet Author
PariahScion said: For instance, in Palladium, you roll 3D6 for each attribute and then if you get a 16 or higher you can roll another die. Instead of "exploding" dice, I just have them set aside to put elsewhere (thereby being able to have an attribute of 16). Over time, I have tinkered with macros for rolling stats in Palladium (the 1E Fantasy game for me).  What I eventually did was to create a character called "Character Creation Monster" that has a macro for every race I am likely to allow in play, and then a chat menu (set as a token action) to bring them all up in chat as menu.  When clicked it will print out the race in the header, each line has the stat, the number of dice rolled, and then the roll.  That makes it pretty easy to see if there has been a roll that allows for an additional d6.  For instance, this is what gets rolled for a Dwarf (you may need to alter it to the default template).  I have mine set to reroll all 1s. /w gm &{template:custom} {{color=black}} {{title= Dwarf Ability Scores}} {{IQ (3)=[[3d6r1]]}} {{ME (3)=[[3d6r1]]}} {{MA (2)=[[2d6r1]]}} {{PS (4)=[[4d6r1]]}} {{PP (3)=[[3d6r1]]}} {{PE (4)=[[4d6r1]]}} {{PB (2)=[[2d6r1]]}} {{SPD (2)=[[2d6r1]]}} Makes it fairly simple to see that the roll for ME qualifies for another die.
1591061634

Edited 1591061662
Oosh
Sheet Author
API Scripter
I'd say it's still totally doable, from 3 up to 24, with rollable tables :) GiGs is definitely the master of the distribution weighting tables - this will be the real test. Does he have one ready to paste into this thread that adjusts the weights to factor in that the results 19 to 24 rely on having rolled 16 to 18 on the initial 3d6? I'm ready to eat my hat if he does. I believe Recursive Tables is a potential solution for Pro subscribers, that would neatly split the bonus 1d6 into a separate table. But for us lowly scrubs, it would all have to be on the one table with some expanded probabilities taken into account for the extra 1d6 roll. I'm sure it's not that difficult to figure out.
1591064105

Edited 1591064261
GiGs
Pro
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API Scripter
I hope your hat is tasty, Oosh! If I understand the rules for rerolls, you cant roll 16s, but its on the table below for completeness. It's interesting that your chance of getting a 19-22 is higher than 16-18.   Value Weight 3 6 4 18 5 36 6 60 7 90 8 126 9 150 10 162 11 162 12 150 13 126 14 90 15 60 16 0 17 6 18 9 19 10 20 10 21 10 22 10 23 4 24 1
1591065259
GiGs
Pro
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API Scripter
PariahScion said: yeah... roll table is not quite what I'm looking for, because it's results can't be displayed inline with text. Note that if you are just using a rollable table, you can include whatever text you want on the printout in the table . You can have the table's result displayed inline using the [[ 1t[table-name] ]] syntax, and can include text in the table.
1591094616

Edited 1591094694
Oosh
Sheet Author
API Scripter
Gahhhh!  Well I've been cooking in a commercial kitchen every day for the last 2 weeks, so hopefully my hat has absorbed some half-decent flavours. I feel like I'm about to fail a constitution check. That is an interesting table.
It does. I thought about that too. I just didn't want to get confused with the highlighting and to be honest, it would be nice to have green highlighting just light up the stats that are 16+. That's actually what I was shooting for.