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 figure out if this is even possible

1590259620

Edited 1590259683
Phil
Pro
I have custom D10 success system that has Attribute ranges from -10 to 10 and skills that range from 0 to 10 The system has a success target of 5+ on a d10. Skilll rolls are influenced by their attributes in that it forces a reroll for a number of success/faillures equal to the attribute but cannot exceed the skill level. (Ie; someone with a skill of 1 but a positive or negative attribute of 5 would only reroll once, the extra points of the attribute are ignored) Example : A character with a positive attribute of 2 in SOCIAL and 4 in his skill INTIMIDATE performs an intimidate skill check. The manual roll would go something like this : /roll 2d10ro<4>5+2d10>5 if the SOCIAL attribute was negative the roll would be as follow /roll 2d10ro>5>5+2d10>5 and finally if that same character had 1 in intimidate but 2 in SOCIAL the roll would be /roll 1d10ro<4>5 I am trying to make a skill check macro that would be able to handle those use cases but i am running into a few issues; negative numbers, a reroll ceiling since a skill of 1 cannot be influenced further than 1 even if the attribute is higher or lower and finally how to have a formula handle both positive attributes and also work for negative ones. If what i am trying to do possible ?
1590260937
GiGs
Pro
Sheet Author
API Scripter
It sounds like it;ll be too complex to do exactly without using an API script (a Pro subscriber perk), but we might be able  to get close if you give a LOT more specific details of how the rolls are made. Be as specific as a rulebook would have to be to explain the system.
1590262292

Edited 1590262888
Phil
Pro
I will try to be as specific as possible. So this is a D10 success based system. To qualify for a success a D10 roll must roll between 5 to 10, rolls of 1 to 4 are considered failures. Every character has 4 attributes ranging from -10 to +10 those are (PHYSICAL, MENTAL, SOCIAL and ACUITY) Those same characters have a wide range of skills that have a level ranging from 0 (untrained) to 10 (master). Skills are divided in 4 categories, those categories are the same as the attributes above and also determine which attribute apply to that skill roll. In the example used in the post above i used the skill intimidate which happens to be in the social category. When a skill is used you roll a number of D10's equal to your skill level and then re roll a number of success or failures based on the corresponding attribute. A positive attribute lets you re roll failures, a negative one forces you to re roll success. In both cases the amount of dices being re rolled cannot exceed the skill level even if the attribute is higher. Finally a skill of 0 prevents a roll from being made in the first place. When in a tabletop settings players would roll X D10 with X corresponding to their skill value and then re roll a number of success or failures if they have a positive or negative attribute tied to that skill (or nothing if that attribute is 0) So far i have come up with the following macro but it has several issues; it will not handle negative attributes, it does not cap the amount of re rolls granted by an attribute to the skill level and if the skill is 0 it will still roll the attribute. /roll (@{PHYSICAL}d10ro<4>5)+(@{Athletics}-@({PHYSICAL}))d10>5
1590266146

Edited 1590271813
Phil
Pro
So i tinkered a little more with the macro and formulas and fixed all of my issues except the ability to automatically handle negative attributes In the below example PHYSICAL is an attribute and Gathering is a skill. The following macro does work for attributes in a range of 0 to 10: /roll [[{@{PHYSICAL},@{Gathering}}kl1]]d10ro<4>5+(@{Gathering}-@{PHYSICAL})d10>5 The following macro works for negative attributes if i omit placing a - in front of the number, really not an ideal solution but i don't see how to do a SUBSTITUTE "-","" in roll20 /roll [[{@{PHYSICAL},@{Gathering}}kl1]]d10ro>5>5+(@{Gathering}-@{PHYSICAL})d10>5
1590304834
GiGs
Pro
Sheet Author
API Scripter
That's a much clearer explanation thanks.  You can use abs() to get the number without the negative. What you cant do in roll20 is have conditional effects: an effect that works differently when the dice are positive, or when negative. For that you will need to use two different macros, and players would have to choose whether to use the positive or negative version. For the first macro, i think you have an oversight.  /roll [[{@{PHYSICAL},@{Gathering}}kl1]]d10ro<4>5+ [[abs(@{Gathering}-@{PHYSICAL})]] d10>5 See where I added Abs() to account for negative values there. Ditto for the negative version.
There is some macro logic in this post that you may be able to use to make it all in one roll:&nbsp;&nbsp; <a href="https://app.roll20.net/forum/post/8717290/5eogl-grave-cleric-healing-word-macro-for-circle-of-mortality-feature/?pageforid=8726279#post-8726279" rel="nofollow">https://app.roll20.net/forum/post/8717290/5eogl-grave-cleric-healing-word-macro-for-circle-of-mortality-feature/?pageforid=8726279#post-8726279</a>
1590481929
GiGs
Pro
Sheet Author
API Scripter
Syneran, can you post how you'd make it one macro?
GiGs said: That's a much clearer explanation thanks.&nbsp; You can use abs() to get the number without the negative. What you cant do in roll20 is have conditional effects: an effect that works differently when the dice are positive, or when negative. For that you will need to use two different macros, and players would have to choose whether to use the positive or negative version. For the first macro, i think you have an oversight.&nbsp; /roll [[{@{PHYSICAL},@{Gathering}}kl1]]d10ro&lt;4&gt;5+ [[abs(@{Gathering}-@{PHYSICAL})]] d10&gt;5 See where I added Abs() to account for negative values there. Ditto for the negative version. I tried abs and negative values but it ends up doing --ATTRIBUTE so it breaks it down to 0. The above example with -2 physical and 3 gathering should yield&nbsp; 2d10&gt;5 in the first part of the formula and then 1d10&gt;5 in the second part but with abs it ends up doing&nbsp; 3 gathering - -2 physical which roll20 returns as 0 so that doesn't work. I went with two formulas one for positive attribute one for negative attributes and instructed my players to omit the negative sign in front of negative attributes. Positive formula Normal 0 false false false EN-CA X-NONE X-NONE /* Style Definitions */ table.MsoNormalTable {mso-style-name:"Table Normal"; mso-tstyle-rowband-size:0; mso-tstyle-colband-size:0; mso-style-noshow:yes; mso-style-priority:99; mso-style-parent:""; mso-padding-alt:0cm 5.4pt 0cm 5.4pt; mso-para-margin-top:0cm; mso-para-margin-right:0cm; mso-para-margin-bottom:8.0pt; mso-para-margin-left:0cm; line-height:107%; mso-pagination:widow-orphan; font-size:11.0pt; font-family:"Calibri",sans-serif; mso-ascii-font-family:Calibri; mso-ascii-theme-font:minor-latin; mso-hansi-font-family:Calibri; mso-hansi-theme-font:minor-latin; mso-bidi-font-family:"Times New Roman"; mso-bidi-theme-font:minor-bidi; mso-fareast-language:EN-US;} [[ [[{@{ATTRIBUTE},@{SKILL}}kl1]]d10ro&lt;4&gt;5+[[@{SKILL}-{@{ATTRIBUTE},@{SKILL}}kl1]]d10&gt;5]] Negative Formula [[ [[{@{ATTRIBUTE},@{SKILL}}kl1]]d10ro&gt;5&gt;5+[[@{SKILL}-{@{ATTRIBUTE},@{SKILL}}kl1]]d10&gt;5]]
Have you tried a basic roll of 1d21-11 to start? That SHOULD give you a base of -10 to +10.
PariahScion said: Have you tried a basic roll of 1d21-11 to start? That SHOULD give you a base of -10 to +10. I'm not sure how that would solve my issue. How would i create a macro to automate a roll with this? Lets say we re-use the above example; i have a character with 3 points in Gathering (SKILL) and -2 in Physical (ATTRIBUTE). The normal manual roll for this would be /roll 2d10ro&gt;5&gt;5+1d10&gt;5 (Skill of 3 means 3 dices, attribute of minus 2 means re-roll two success out of the 3 dices). The negative formula above does the same thing but also takes care of figuring out how many dices need to be re-rolled out of those being rolled.
A 2d10 roll gives a bell curve centered around 11, with results of 2 and 20 rare. With 1d21-11 you get a flat distribution with every result equally likely; a 20 appears just as often as 11.
Rabulias said: A 2d10 roll gives a bell curve centered around 11, with results of 2 and 20 rare. With 1d21-11 you get a flat distribution with every result equally likely; a 20 appears just as often as 11. I understood that part but it doesn't help with the issue i am posting about. In the system i described above Attributes (the ones that go from -10 to +10) are a fixed number of dices that need to be re-rolled when making skill checks in a success system. What i was looking for was a single formula that would look at the attribute value, determine if it is a positive or negative value and then roll the appropriate formula. A success is a 5+ on a D10 The formula is X D10&gt;5 = to SKILL rank with a re-rolls of X success/failures in case of a positive/negative attributes. Also attribute value beyond the skill level is ignored. (example a skill of 3 and an attribute of 10 would still only re-roll 3 times.)
Sorry, Phil. I was replying to Demostar!'s suggestion of 1d21-11. I'm afraid I don't have much to offer in terms of a solution. It may need a custom API script.