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5E Exploding Damage Dice and Global Damage Mods

So i'm running a game with friends and we love using exploding dice for crits (Because it actually feels like a reward), however I am having an issue figuring out how to make a Global Damage Mod which when checked off will re-roll max damage dice when you crit, but just roll normal damage otherwise.  I currently have this as the Macro; Searing Smite:  [[ ?{Level?|1, 2d8|1 (Crit), 4d8!|2, 3d8|2 (Crit), 6d8!|3, 4d8|3 (Crit), 8d8!} ]]  It allows the player to choose what level they are casting the ability at, and whether the attack roll was a crit, however the issue is Roll20 automatically doubles dice on its own when you roll a critical which adds double dice already. Ive also tried doing it this way; [[ ?{Level?|1, 2d8|1 (Crit), 2d8!|2, 3d8|2 (Crit), 3d8!|3, 4d8|3 (Crit), 4d8!} ]] however there is no section for Crit Damage on the Global Damage Modifier field and that results in only half the dice being rolled as exploding dice. Does anyone know a work-around or a possible API i can install which would automatically do this, or an option to turn off Roll20's dice doubling? Thanks in advance guys.
1590727850

Edited 1590727899
Oosh
Sheet Author
API Scripter
If you're talking about an attack listed in the Attacks & Spellcasting section, you should be able to remove the crit damage. If you click the cog to edit the attack's settings, under damage it should have a crit field. By default it should have grey text saying 1d6: this means it will use the default value which is to reroll the dice specified in the Damage field a second time. If you set the crit field to "0" instead of the default, it will roll a 0 for crit damage. I'm not sure this is the ideal way to achieve what you want, but it's an easy way to disable crit dice on a per-Attack/Spell basis.