Sidekick
Sidekick copied to clipboard
[Feature Request} Able to put multiple unrelated rolls in the same post
We're playing Savage Worlds. There is always a 1d6! roll, with another die roll (1d4!, 1d6!, 1d8!, etc) rolled with it but the two rolls are not added together.
Could you add a command to have sequential rolls in the same post without summing the total?
Same issue here.
It's actually rolling 2 exploding dice of different die types, and keeping the highest result.
Similar to /r 2d6k1, but in practice a standard, unskilled trait roll for savage worlds would look like this: /r (1d4!;1d6!k1!)-2
the semicolon would be for rolling two unrelated (not added or subtracted from eachother) die rolls - also provided k1 probably can't count the sum of exploded dice (it wouldn't make much sense unless it's really smartly implemented). so maybe "k1!" would work as a better alternative to keep the highest sum of two separate potentially exploded dice if this were implemented. -2 is just the modifier.
that's just my input on how this should work for when this is implemented, as this feature doesn't exist yet.
It's actually rolling 2 exploding dice of different die types, and keeping the highest result.
How about /r max (1d4!, 1d6!k1!)
, @YoeyShmoe, is it applicable here? And if not, then what would stand in the way?
Examples of the possible syntaxis. "/r 2d6, d8+2, d100" resulting in "@LZ: 2d6! = (3+5) = 8, d8 = (8)+2 = 10, d100 = (53) = 53" (by Lima Zulu). "/r 2d4 3d6 1d8" resulting in "2d4=2 3d6=3 1d8=5" (by @fbarrocal in #150).
What I'd like to figure out though (and might be why I haven't implemented it from the start) is how to precipitate one roll on the other in the syntaxis.
For example, I'm rolling an attack and if it succeeds then I want the damage rolled, but if the attack fails then I don't want to see the damage roll.
Can we gather some examples of such inter-dependent rolls for different systems, in order to see if they'll fit some generic sytaxis? Or am I missing the point?
Found an interesting take on this at #119.
Hmmm. I like what you're thinking with these, definitely. Much less crunchtastic than the syntax I was using.
I use a system called "Ryuutama" and we have a simple set of rolls that we use for combat that's similar to the other post mentioned. I really like your dice bot because this game system is built heavily on its stats where the stats are actual die. So STR=6 is actually a d6.
So for example, I had already attempted before coming here doing the following...
/r $int = 1d6
/r $dex = 1d8
/r $lb_accuracy = $dex+$int+1
/r $lb_dmg = $int-1
And this is where I faltered because I couldn't make it display both "accuracy" and "damage" separately. I would assume something like the following would be ideal. That way if needed I can ask them to re-roll dmg or accuracy if needed.
/r $lightblade = $lb_accuracy;$lb_dmg
Awesome. Thanks for the example, @lissidragonFF . So can the $lb_accuracy
and $lb_dmg
be connected somehow, in the sense that if the accuracy is too low then the damage isn't rolled at all?
In Ryuutama, accuracy goes against the initiative of the opponent so if it is not equal to or higher, the attack will fail.
So, yes! If I understand you correctly. :3
Using your global rules, theoretically could have a $INIT = 10, where init is initiative so that any player can roll against it.
If ($lb_accuracy=>$INIT), then ($lb_dmg). If not, display "Miss".
Hey, update! so /r (1d4!, 1d6!k1!) works now! One more thing would make this perfect, and that's the ability to apply modifiers to the end result. (I'll do this manually if necessary)
But the standard unskilled roll in a game like savage worlds would look like /r (1d4!, 1d6!k1!)-2 As in, you roll your skill die (d4!) and your wild die (d6!), keep the higher of the two, then subtract 2 from the result.
@YoeyShmoe ,
As in, you roll your skill die (d4!) and your wild die (d6!), keep the higher of the two, then subtract 2 from the result.
And
/r max (1d4!, 1d6!k1!) - 2
should be already doing this!
Oh! i must have been entering the syntax wrong. My mistake, thanks so much! :)
So, for the original request, for Savage Worlds, where you want to keep the highest, this already works as per ArtemGr:
/r max(d8!, d6!)
for a d8 skill, with d6 wild die, both exploding, give the highest.
/r max(d4!, d6!)-2
for an untrained skill, roll exploding d6 and d4, take highest, then take 2 off.
/r max(d12!+1, d6!)
for a d12+1 skill, both dice exploding, take highest.
If this feature is only about SW, then it is available.