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Exploding Macro help, Neotech

So Neotech has a rather special way of doing dice. As an example if i roll 2d6 and i get 1+6 as the result i will need to add a dice and re roll that six. example 2d6 results in '1+6' then 1+5+3. I need to re roll the six and add an additional dice. This additional dice also needs to re roll itself if it results in a six and can explode on rolling a 6. As a simple single sentence 5's explode and 5's are not a valid result all dice must fall between 1-5. Now currently i can rudimentary write /r 2d6r>6! However this keeps results of 6 the standard keep and drop system as far as i have seen only drops highest an lowest dice i can not set a "if 6 then re roll until not a 6." Any help of advice on ways to set this up would be much appreciated
1592555408
Ziechael
Forum Champion
Sheet Author
API Scripter
I've never really used them but it looks  on the surface that penetrating dice might be what you are looking for?
1592630079

Edited 1592630627
Oosh
Sheet Author
API Scripter
They seem to give a -1 to the roll, rather than actually reroll it. Unless I'm misunderstanding the Dice Reference, or Alfie. Or both. I think you will need to do this manually, unless someone writes a script for it. I had a quick go at it, and cannot get exploding dice and dropping sixes to play together. So you would start the roll with: /r 2d6r6sa to roll 2d6, reroll (and drop) 6's, and sort them so the dropped 6's are printed together at the end. then, if any 6's are rolled run /r 2*?{How many 6's were rolled?}d6r6sa + ?{What's the current total?} With the total of the previously rolled dice added to the rerolls. The sixes were already excluded from the running total, so I think this works... you just need to keep running the second roll until you don't roll any 6's, and enter the running total into the second query if you have to roll a 3rd, 4th time etc. An example would be, initial roll is just the /r 2d6r6sa: 2 + 5 + (6) + (6) = 7 Two sixes were rolled, due to the sa sorting they're printed at the end, despite being rolled first. The r6 function rerolls and drops them, so they are not included in the total of 7. Second roll you enter the numbers "2" and "7" into the queries, to roll 2d6 and add to 7: (  3 + 5  )  +  7  = 15 No sixes were rolled this time, so we can stop at 15. Four dice have been rolled & totaled due to the two sixes, but no values of 6 have been used. Is this correct?