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Dice Roller and Legend of the Five Rings

So the roller works fine for most rolls (i.e. 5d10k3!! for a typical roll), and the !!>9 also works for things like the Kenjutsu mastery ability to increase the explode range. The problem is re-rolls for emphases. Here are two examples: /roll 6d10k3!!>9r: (1+7+2+1+1+1+1+1+3+17+2+2) = 27 Note that it appears re-rolls apply every single time a 1 is rolled instead of only once per original die. /roll 5d10k3!!>9rsd: ( 11+ 8 + 6 + 4 + 2 + 2 )  =  18 The 11 was discarded. My best guess is that the roll for the first die was 10+1, but since 1s are being re-rolled (not treating it as 11), it dropped the 11 for another roll (not necessarily 8 in this case due to sorting).
1364187621
Gauss
Forum Champion
Ash, I will try to wend my way through this. I want to confirm what you are trying to do.  1) 6d10 (roll 6 10-sided dice) 2) k3 (keep the three highest dice) 3) !! (explode the dice kept in step 2) 4) >9 (set step 3 to explode on a 9 or higher) 5) r (re-roll any 1s, note: r followed by nothing is interpreted as r1) What I am understanding is that the re-roll 1's step is occurring AFTER the keep step because that is what you told it to do. This is why you are getting a higher number dropped. To correct this put the r1 before the keep step.  /roll 6d10r1k3!!>9 Ultimately, I think what you are trying to do is not possible. If I understand you correctly you wish to have it explode on a 1, 9, or 10. We do not currently have a system that allows that. Yes, 1's will be rerolled but the reroll system is not the same as the exploding system.  - Gauss
The explode system is working as intended. I just happened to be using the >9 modifier at the time I found the issue. I do not wish to have 1s explode since that's not what the L5R system requires. The issue is solely in the re-roll system, I think. Here's how L5R needs the system to work in order to be accurate (and maybe you can tell me the proper formula to get it to work): 1) Roll 6d10 2) Re-roll any 1s (but only once) 3) Explode 10s (or 9-10) in a compounded manner (this is working properly when no re-roll is used) 4) Keep the 3 highest results If the dice roller cannot handle re-rolls in that manner, we can work around it, but I was hoping there was something I overlooked or my formula was wrong. Edit for clarity: Note that ones should not be re-rolled within the exploding portion since they are not actually 1s but an 11, 21, etc. Edit 2! In this case the 31 was dropped: rolling 10d10rk5!!  ( 7 + 5 + 7 + 8 + 5 + 8 + 2 + 1 + 3 + 31 + 3 + 5 )   =  35
1364195513
Gauss
Forum Champion
Looking at that.  - Gauss
1364196198
Gauss
Forum Champion
After further testing I found that moving the re-roll doesn't fix it. I think what is happening is this: Anytime a number is exploding and the final die is a 1 (on your reroll) it produces another reroll. Since a re-roll negates the roll that produced it the high roll is 'faded' and not counted.  Example:  10-> explode. if new D10 is a 1 -> Reroll which then negates the 10+1.  I think if you remove the Reroll from the entire roll it will fix things. You can reroll the 1 manually.  I will report this to Eric and see what he says (he wrote this).  - Gauss
Thanks!
Order of operations for dice modifiers is specified near the bottom of: <a href="http://help.roll20.net/dice-rolling-reference/" rel="nofollow">http://help.roll20.net/dice-rolling-reference/</a> You cannot effect the order of operations by the order of the modifiers.
So Eric, are you saying that the re-rolls will have to be handled manually?
Yes, in that rule system they would be.
Okay! Thanks.