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How to use a roll table where weights change depending on circumstances

Be me, having not played TSR's Star Frontiers sci-fi RPG in three decades. In the spaceship combat part of the game, there is a List-o-damage-locations. It's full of such things as "double hull damage", "steering hit! Lowe 1/2 maneuver rating" and "Electrical fire!." The table is designed to work with percentile dice, but some weapons have hit location modifiers. Things like torpedos and rockets have a -10 or -20 modifier on their hit location roll, which skews them towards the lower end of the table, damaging things like the hull, drive, and sterring. Energy weapons, particularly the disruptor cannon and electron and proton beams, have a +10 or +20 modifier, which causes them to skew towards things like electrical and control issues and fires. Overall the entire table covers from -20 to 120. I could use it as-is giving everythign the exact same chance at happening, but that's not how the table in the game is written; some slections have a wider range of numbers than others. Also, it wouldn't be right for a proton beam cannon to be as likely to cause double hull dmage as it is a disastrous electrical fire. Other than creating five seperate tables to cover the -20, -10, standard, +10, and +20 situations and having the different weapons roll on seperate tables, is there a way to do this that is elegant? I mean... it's  a case statement. :( Roll a die, apply a modifier, THEN select from a list based upon the modified result. It shouldn't be this hard. :(
1594170171
GiGs
Pro
Sheet Author
API Scripter
Creating the five separate tables is the only way to do this in roll20. This is because roll20's rollable tables feature sucks for its primary purpose: being a table that you roll on. You're right, it shouldnt be this hard, and its the one thing about roll20 I never tire about ranting on: roll20's tables are just not fit for their primary purpose. If you were a pro subscriber, you'd be able to use an API script to manage this with one table. Failing that, the five tables are the only way to go, and be glad you can solve it with as few as five tables :)
1594176821

Edited 1594176908
Kraynic
Pro
Sheet Author
My suggestion would be to not use rollable tables at all.&nbsp; Set up a handout that contains your table.&nbsp; Set up the attack macros with a clickable button that will call up that handout. Let's say your handout is named Ship Damage Table (since I'm feeling real imaginative).&nbsp; Now, create another handout, or go to an existing handout/character sheet bio tab and create a link: [Ship Damage Table].&nbsp; When you save it, that will generate a clickable link, which you can then left click to get the url of your Ship Damage Table handout.&nbsp; Then you just add your button to your attack macros to look like this: [Ship Damage Table](insert url here) When you roll your attack, "Ship Damage Table" will be a clickable link that will directly call up that handout.&nbsp; Once you have it up, you can minimize it or pop it out into its own window.&nbsp; If you close it by accident, you have the link in chat.&nbsp; There may be an easier way to get the url, but that is how I go about it.&nbsp; A handout url will look something like this: <a href="http://journal.roll20.net/handout/-LFUhhO0K7vpaM9uo0VJ" rel="nofollow">http://journal.roll20.net/handout/-LFUhhO0K7vpaM9uo0VJ</a>
1594181541
GiGs
Pro
Sheet Author
API Scripter
That wont show the result of the table, though, will it? Using the five tables, you can get the result of the table, and if you name the tables correctly, you just need one macro to call the correct one.
1594181800
Kraynic
Pro
Sheet Author
Maybe.&nbsp; I guess I see this as a time when it is just a lot easier to treat it like you are at a physical table where you will roll the dice, add your modifiers, and check the result in the book.&nbsp; With the added benefit of having a handy bookmark every time the dice are rolled.
1594217129

Edited 1594217171
Thanks everybody. :) I did wind up biting the bullet and doing it five times. (Well, I gave and went to bed after the fourth and will finish later.) I guess I'd better be glad it's not any worse. In other news, I just found out I can't adjust my ammo inventory via a simple macro or other simple method. So I can create a button to launch a torpedo, and roll attack, hit location, and damage... but I apparently can't decrease my torpedo inventory by one without getting a Pro account and using an API script. Have I got that right? Or, you know, we could just pretend we're at a table and mark it off the sheet manually, but I'm trying to improve the flow, rather important when you have umpteen starships in a big furball.
1594232703
Kraynic
Pro
Sheet Author
Macros can read, but not change values.&nbsp; That is why you can't alter ammo with a macro. The api can alter values, but you need a pro subscription to have access to the api.