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Moon Wizard
June 27th, 2014, 11:01
OK, I've been working quietly away at enhancing the dice rolling options within FG. I've gotten quite a bit done already, but looking to get some feedback before finalizing.

Goals

Enhance current dice rolling with common die mechanics
NOT building a general purpose calculator that happens to process dice (i.e. no multiplication and division)
NOT create a multi-roll command line tool (i.e. no rolling multiple rolls at once)


Those items I highlighted as non-goals are definitely "dice roller" features, since many complex die rollers offer pieces of functionality like this. However, they are not being tackled at this time. Something like those goals could be implemented within Lua scripts, but I'll leave the more advanced features for later or community developers. The main goal is to make life incrementally easier for developers and provide some better dice macro tools.

Current Features Targeted

Individual die modes (reroll, explode, compound, penetrate, openlow) that support ranges (specific number, <=, >=) and limits (only can trigger X times). Die modes of the same type can stack for ranges.
Rerolls will automatically drop dice from further consideration (totalling, etc), and generate a new die.
Explode/compound/penetrate/openlow are mutually exclusive, and disable reroll after triggering.
Explode/compoung/penetrate dice triggers will highlight dice in green.
Openlow dice triggers will highlight dice in red.
Dice set modes (keep, drop, success, failure, sort, sortdesc) with ranges and values for success/failure.
For dice sets, brackets can be used to denote sets of multiple die clauses (i.e. {2d8+2d6}k2)
Negative dice are supported.
Percentile dice support built-in, including new percentile dice icon.
Dice values that do not map to physical dice (i.e. not d4,d6,d8,d10,d12,d20,d100) can be passed to any dice field or function within FG. When these dice are rolled, a random value will be generated by the FG client, and the result shown along with any actual dice rolled.
If the dice model limit is exceeded (i.e. 30 dice), the remaining dice results will still be generated randomly, instead of ignored.
Die background, die icon, die icon coloration, die font and die font color can all be set on a per die basis.


Now for an example:

6d10e10r1l1k4
= Roll 6d10. If 10 rolled, mark die green and roll another die (with no reroll). If 1 rolled, mark die as dropped (grayed out) and roll another die. If reroll die also rolls 1, then keep it. Once all dice are rolled, keep the highest four dice. (all the rest are grayed out)

The current Savage Worlds ruleset rolling would match up to the explode mechanic (i.e. 1d8!+1d6! for d8 skill check plus d6 wild die)
The current Rolemaster ruleset would match up with a combination of the explode (>=96) and openlow (<=5) mechanics on the same die. (i.e. 1d100!>96ol<5)

Also, a screenshot attached with several of the features I already have working.

Thoughts?

Regards,
JPG

dulux-oz
June 27th, 2014, 12:44
Question: What's the difference between the first and second die roll in your sample - I can't see a difference in the "code" so why is there a difference in the number of die?

Suggestion 1: How about the system where you can give a Target Number and the Result would be reported as "Success" or "Failure" ie Roll a 3+ on a d6 for a success.

Suggestion 2: (This may have been covered) What about when you roll the maximum on a die and so then get a 2nd die of the same type to roll again AND add to the 1st die. If you max out on the 2nd die you get a third, etc, etc, etc.

Suggestion 3: Rerolls (of any type) get a different background colour, say orange

Suggestion 4: Rerolled die that add (see Suggestion 2) get a green background (for eg)

Suggestion 5: When given the functionality of Suggestion 1, have each die rolled count as a "Success" or a "Failure" and report the total number of Successes (eg the Shadowrun Die Mechanic)

I think that's it for now :)

Cheers

viresanimi
June 27th, 2014, 15:10
I like this initiative. Making more options available for Core will make it more useful for players and just might making rulesets based on it easier.

I would like to add one thing though. I can easily see myself use the above, but I know for a fact that my players will never get into typing in a code of some sort - just to roll dice. They're just not into that. So what I am hoping / suggesting is that a window like the "modifiers" in 3.5 would be made for this. Could be good to have buttons that would turn the various functions on / off for the individual player. It would also make it a lot faster to roll the dice, if you could just toggle whatever you need and just take the dice and throw them around, instead of typing out a command line.

Food for thought. Can't wait to try it out.


Vires Animi

Trenloe
June 27th, 2014, 16:22
This looks very promising.

Do you plan to allow the dice expression to be dragged to a dice field (e.g. one of the CoreRPG abilities) or a hotkey slot so that specific dice expressions can be easily reused?

Paul Pratt
June 27th, 2014, 16:35
Can't wait for this one.

As dulux-oz stated above, exploding tie that keep exploding on until "x" number is not rolled. If it is currently set at 1 reroll per die, can it be adjusted so it could be set to 0-? rerolls. Perhaps this is more of an option, but some rules I could see this being applicable.

gmkieran
June 27th, 2014, 17:06
I suppose systems using the +pips progression mechanic (ie d8+2->d8+4->d8+6->2d8) are not common enough to be considered, yet? Or is that less of a die-rolling mechanic and more of a character sheet mechanism? Also, +1 for Dulux's suggestion of a target/DC that can be GM defined and then rolled against.

Cheers!
GMK

VenomousFiligree
June 27th, 2014, 19:39
This sounds great! :)

I'd definitely like to know if the rolls can be generated differently from chat entry, as Trenloe mentioned.

Eru the One
June 27th, 2014, 20:01
Looking forward to this!

Moon Wizard
June 27th, 2014, 21:37
dulux-oz,

Q1) The first one actually shows the same roll as the second one with an error. The die added due to dice explosion of the 10 roll happened to roll a 1 and trigger a reroll, which is not correct. In general, when dealing with reroll and explode die mechanic modes, you will get varying numbers of dice.

S1) Success based on die range is on the list of dice set modes in the original post, just not implemented yet.
S2) You are looking for the "compound" die mechanic, which is on the list. The difference between explode and compound is whether the reroll is added as a new die entry or added to the original die result. It's actually working, just didn't show an example.
S3) What is a standard color for a reroll anyway? I don't know. I didn't want to use red, since that denotes a negative of some kind. Perhaps another color or a semi-transparent color. In general, these are just the default color options I am building in. The ruleset can customize even further.
S4) The compound die mechanic that triggers already sets a green background, so we're good there.
S5) The goal with success and failure is that the "total" reported by the chat entry is actually the number of successes/failures. The success and failure dice set modes will assign a value to the die if it matches the range. (i.e. 6d10s10v2s8f1v2f3 (or something like that) would assign 2 successes for a 10 roll, 1 success for a roll of 8-9, 2 failures for a 1 roll and 1 failure on a 2-3 roll.)

Cheers,
JPG

Moon Wizard
June 27th, 2014, 22:15
Some good thoughts/questions that came up during responses already for more discussion:


Right now, success/failure results will replace the "dice values" for chat entry totals. (i.e. it is only a per die mechanic) That means that any +/- numerical modifiers will adjust the total success/failure.

If modifiers need to be applied to the rolls before checking success/failure, that would still need to be coded in the ruleset. The reason for this is that there is only one modifier value per slot in the dice entry, not a per die modifier.


Does it make sense to have an overall success/failure per roll (as many people have suggested above)? This is common for DC checks, and other target number checks. However, you wouldn't want to see 0 or 1 as total for a DC check. (even for systems that use per die success/failure mechanics) You want to see the total of the roll with some sort of visual cue of success/failure.

Is there a common visual cue that we would agree on? What about "degrees of success"? How would this be represented textually? The problem with this feature is consensus and representation.


Chat slash commands become drag and drop, which lets macros be more easily saved and rolled in textual format.


However, I'm still trying to figure out what the right interface is for working with die mechanic modes and dice set modes with regards to die fields. Since die rolls can now have per die mechanics, dice sets, dice set mechanics in addition to the roll modifier; what is the correct behavior when dropping a roll like this on a dice field?

In the current version, when a generic dice roll is dropped on a dice field, the basic die type is added for each die dropped and the modifier is lost. Any other dice rolls (attack/damage/etc) are ignored, since the dice field can not assume what to do with a specialized dice roll type. In fact, there is no way to add a modifier to a generic dice roll directly through the UI, so there is no modifier to lose.



So that brings up more questions.

How do you generate a die roll in a graphical UI with die mechanic modes, dice sets, and/or dice set modes? Or can you? (With the prototype, it's only available via /die macro or via ruleset coding.)
What would a graphical UI to convert a textual die roll into a draggable die roll look like? How would you trigger?
What happens when a die roll with die mechanics, dice sets and/or dice set modes is dropped on a dice field?
What information should be saved in the die field?
How should it be displayed? (i.e. how do you show that a die in a die field will explode? How do you show sets? How do modifiers get displayed?)
And through all of this, we want to maintain backward compatibility with older rulesets. (currently, die fields expect to return a list of die type strings, which rulesets are expecting) (Die mechanics require a table record for each die, and die set modes require another separate table of table records for each set mode)


My gut instinct is to start with just the /die support, better text drag and drop, ruleset API support, and not support dice field interactions to start with.

I'm thinking a different kind of control is needed to hold "rolls" (sort of like the hot keys) as they are an evolved sort of object. I'm still not sure how to graphically display these "roll" fields in a way that makes sense. (i.e. die mechanics, sets, set modes, targets, etc.)

Cheers,
JPG

damned
June 28th, 2014, 01:21
awesome - well done JPG!

Moon Wizard
June 28th, 2014, 03:00
A couple more pictures with an RM dice roll working (1d100e>96o<5) and an L5R roll (6d10e10r1k4). Need to get feedback from RM crowd as to whether dice should be separate to show each roll, or collapsed into a single die icon total.

Next up is getting the success/fail sets working, per die mechanic mode limits (i.e. reroll only once) and supports curly brackets to define sets across dice.

Cheers,
JPG

damned
June 28th, 2014, 03:15
out of curiosity... do the 3d dice roll too?

Moon Wizard
June 28th, 2014, 03:27
Looking for input on dice notation for the default command-line die roller.

Every single source I've reviewed has their own die notation, and their own quirks. And I've reviewed about a dozen different dice rollers and dice notation systems.

I've also noted the behavior I expect for each notation, which goes into how FG handles those die and dice set mechanics.

I'm thinking of changing the open-ended low to something else (maybe just 'l'), and not sure what to use for sort (sa?, sd?, but overlaps with success)

Dice phrase

NdX = roll N dice with X sides


Dice Phrase Suffixes (Modes)

e = explode (assume max roll trigger if range not specified) = set green background, add another die of same type to the roll
! = compound (assume max roll trigger if range not specified) = set green background, reroll same die and show result as single die icon with sum of all triggered rolls
p = penetrate (assume max roll trigger if range not specified) = set green background, reroll same die and show result as single die icon with sum of all triggered rolls (but triggered rolls subtract one each)
r = reroll (assume min trigger) = set die to translucent, drop this die from total, and add another die of same type to the roll
o = open-ended low (assume min trigger) = set red backgrounds, add another negative die of same type to the roll, and invert the range on subsequent checks (i.e. becomes explode in reverse)


Die Mode Suffixes

# = Only trigger on the specified number
># = Trigger on this number or higher
<# = Trigger on this number or lower
l# = Limit mode so that it can only trigger a number of times


Dice Set Suffixes (Modes)

dY = drop = Drop Y dice from the set (assume zero if Y not defined) (dropped dice are grayed out)
kY = keep = Keep Y dice from the set. (assume zero if Y not defined) (dropped dice are grayed out)
s = success = If die within success range (assume max roll if not defined), then set the die value equal to the success value (or 1 if not specified).
f = failure = If die within success range (assume max roll if not defined), then set the die value equal to the success value (or 1 if not specified).
? = sort (ascending)
? = sort (descending)


Dice Set Mode Notes

Any dice set suffix can be applied to a dice phrase, or any set of dice surrounded by curly brackets.
Only the first matching success or failure mode is used per die, remaining success/failure definitions are ignored.
If success/failure mode defined for a set, all rolls in the set not matching success/failure criteria get a value of zero.


Dice Set Mode Suffixes (Success/Failure)

# = Only trigger on the specified number
># = Trigger on this number or higher
<# = Trigger on this number or lower
v# = Specify value to assign success/failure die (assume 1 if not defined, failure values are inverted (i.e. -1 by default))


Thoughts on notation and behavior?

Thanks,
JPG

Trenloe
June 28th, 2014, 03:28
Need to get feedback from RM crowd as to whether dice should be separate to show each roll, or collapsed into a single die icon total.
I can't think of a situation when you'd want to separate each roll out for a RM open ended roll. It looks really good what you have there. :)

Dakadin
June 28th, 2014, 05:08
A couple more pictures with an RM dice roll working (1d100e>96o<5) and an L5R roll (6d10e10r1k4). Need to get feedback from RM crowd as to whether dice should be separate to show each roll, or collapsed into a single die icon total.

I think the way you have it in the RM examples is how I would like to see it work. Each individual roll can be seen on the dice graphics with the total show for determining success/failure. It matches what currently happens in the RMC ruleset.

Moon Wizard
June 28th, 2014, 05:12
Damned,

Yes, that's the display after the 3D dice roll. (Including the new 0-9 die for percentile rolls)

Trenloe,
That is the split out rolls for RM you are seeing. If they were cumulative, there would only be one die icon per roll showing the cumulative roll.

That makes me wonder if every die mechanic with causes more dice to roll should have a cumulative vs expanding option? Right now, only explode/compound fit that model of choice. Maybe it makes sense for reroll and open-ended low to have compound vs separate option as well.

Cheers,
JPG

Trenloe
June 28th, 2014, 05:24
Trenloe,
That is the split out rolls for RM you are seeing. If they were cumulative, there would only be one die icon per roll showing the cumulative roll.
Oh right, sorry - I wasn't getting exactly what you were asking. I don't actually think there is any specific need for it mechanically, but I think virtually everyone would like to see the individual rolls displayed so you know how they all hang together - especially if multiple open ended rolls were triggered in the same roll.

Moon Wizard
June 28th, 2014, 06:04
The main difference I think is for keep/drop. Then explode vs compound is very important.

Cheers,
JPG

Irondrake
June 28th, 2014, 06:54
As far as displaying or making it easier to repeat complex die strings (and maybe even text macros), why not a field/window of customizable buttons. The button name can be blank and allow a short descriptor. You can edit what the button sends to chat...a /slash command, a text string...maybe a text string that contains an in-line dice roll? Are those possible? Just some thoughts. 5 or 6 buttons in this button field should be plenty and not take up a lot of additional space if their names are limited to 25 characters or so. The roll/text could be launched with a simple click of a button.

dulux-oz
June 28th, 2014, 06:55
OK, a couple of things:

First: Definitions - call me stupid (or maybe the coffee hasn't kicked in yet) but I think it would be helpful for someone (& I'm looking at you Moon :) ) to actually clearly define what is meant by the terms that we are throwing around - WITH examples. I'm talking about the terms "exploding", "compounding", etc, etc, etc.

I think I can follow things, but I'm not too sure - and if there's one person like this willing to speak up then you can be sure there are at least 10 who aren't. :)

Second: you could use "^" and "v" for sort ascending and descending, respectively.

Third: You could change/add to a die field to do a string interpretation of what you wanted to roll ie record the roll as a string and then parse the string to produce the result. This would allow for relatively easy modification of the "string die" interpretation code to expand the system at a later date, if required. I don't know how to keep this backwards compatible - maybe the first cell of the diefield array could use a special character or sequence of characters to signify a "string die" that the original diefield code will ignore?

Forth: Red for rerolls actually makes sense, since it is being discarded. As far as other colours are concerned, I think you should make the decision and I believe we'll accept it - we do that for the Radial Menu Button and Category Ribbon Icons, so why not for this - FG belongs to SW, after all. For my own sake, as long as the colours are contrasting enough (see the rules on Heraldry, for example) and make some sort of logical sense, then I'd be OK with it.

Fifth: Instead of using "1" for success and "0" for failure, could you put up a "S" or an "F", followed by a number to indicate degree of success or failure. You could extend this to x[S,F]y for multiple successes failures (not at the same time, obviously) with y=the largest margin eg 3S7 = three successes with the largest margin of success being 7.

Sixth: For displaying on a UI diefield, you could use a small widget with the corresponding die phrase code (eg a "e" for exploding). Having said this, I'm not so sure you need to display this type of info - I mean, everyone who plays a given RPG knows how their die mechanic works, so it this necessary?

OK, enough for now :)

Cheers

Irondrake
June 28th, 2014, 06:56
On the Drop dice or Keep dice, is it specified to drop the highest or lowest? Rolling stats, 4d6 drop the lowest... or Advantage in 5E, 2d20 keep highest...etc?

Moon Wizard
June 28th, 2014, 10:18
Irondrake,
There will be keep high/low and drop high/low. The default for keep is high, and the default for drop is low.

Dulux-Oz,

1) Compounding is when the multiple dice triggered by a die mechanic (exploding, open-ended low, etc.) are summed together into a single die icon, instead of shown as separate die icons for every triggered die.

2) Interesting suggestions, I might use those.

3) I don't think I want to encode the dice notation formatting into the database. What if the dice notation needs to change, or the notation expands through features in the ruleset? The idea of some sort of leading character is an interesting idea, but not sure I want to go there yet. This needs more thought and usage feedback, which is why I might wait.

4) I've actually been using grayed out for rerolls (see pictures above) which seems to be common among dice rollers that drop dice. I'll probably just pick something as you say.

5) I can't tell if we're talking about same thing here. Success is a value of 1, Failure is a value of -1, and if not success/fail then value is 0. This is common in some game systems like World of Darkness (Vampire, etc.) and Shadowrun.

6) As above, I'll probably wait on this, since I feel that it's too ambiguous at this point.

7) Thanks for the feedback.

JPG

dulux-oz
June 28th, 2014, 14:07
Compounding is when the multiple dice triggered by a die mechanic (exploding, open-ended low, etc.) are summed together into a single die icon, instead of shown as separate die icons for every triggered die.

OK, but what is meant by "exploding", "open-ended low" (& I assume there's a corresponding "open-ended high"?) and the others as well?


Thanks for the feedback.

You're welcome - as always :)

Cheers

Moon Wizard
June 28th, 2014, 20:54
An exploding die denotes a die that when a certain range is rolled, another die of the same type is rolled and added to the roll.

An open-ended low roll is essentially the reverse. When the range is rolled on an open-ended low die, another die of same type is rolled and subtracted from the roll. If the open-ended low die can continue to explode low, then range is typically reversed.

Exploding == open-ended high

Role master open-ended rolls are a perfect example of both these mechanics. If a 96-100 is rolled, then roll again and add the result; and continue rolling and adding as long as you get 96-100. If a 1-5 is rolled, then roll again and subtract the result; and continue rolling and subtracting as long as you get 96-100.

Regards,
JPG

dulux-oz
June 29th, 2014, 01:32
OK, so let me put this in my own words to make sure I got it right:

An example of an exploding die is a Shadowrun v3 die - on 1d6 if you roll a "6" (the range) you then roll another 1d6 and add that to the total, and keep going until you fail to roll a "6". (BTW I always knew these as "open-ended" rolls)

A compounding die is the same as an exploding die, but you only see one die icon in the Chat box, not all of the die that go into the total.

Is that right?

Oh, and another suggestion - a way of rolling a Warhammer-d66: just like a d100, only the ranges are 11-16,21-26,31-36,etc. If it was written right, you could substitute any die (ie Warhammer-dXX) - maybe use a wd66 nomenclature.

Thanks for indulging my ignorance

Cheers

damned
June 29th, 2014, 06:47
call me stupid

ok.
stupid.

JohnD
June 29th, 2014, 08:26
Well, walked right into that one.

dulux-oz
June 29th, 2014, 14:38
call me stupidok.
stupid.

There's always one!


Well, walked right into that one.

And sometimes two!

Blacky
June 30th, 2014, 13:17
That's great news. This is The essential feature for RPG, and it was seriously lacking in FG.

One thing though. Is this backend or frontend? Ir this something that would have to be accessed through LUA by the ruleset, or could it be used directly by a client (GM or player)? If it's frontend, it needs something seriously more user friendly to be used.

Since we usually are in a campaign paradigm, it would need some kind of alias system. If I play Vampire Masquerade, I don't need access to d20 mechanics, to roll&keep mechanics, to Rolemaster mechanics, etc. Maybe some way to describe the current dice system, like in JPG's posts, that would leave out variables. Those variables would be called by /die or displayed in the graphic dice launching system. Again with Masquerade, there's three variables: # of dices, target, and explode or not explode. If FG “sees” this from the complex dice formula, it should be able to know to expect three variables in /dice (like here /dice 6 7 r for example for 6d10 target 7 with ten rerolls) and what to output (number of success, maybe kind of success/failure). Always keeping the basic dice system activated with it though, sometimes any GM might need 1d4 thugs, 1d8-1 days, or a 1d100+20 table.

Moon Wizard
June 30th, 2014, 21:15
Right now, this is a feature that will be limited to dice macros via the command line and calls from ruleset code. This is a first step to get these mechanics into the core FG client. Later, we'll look at how to create UI to build and store rolls (i.e. probably need separate dice roller window).

Regards,
JPG

jasonisop
July 2nd, 2014, 21:59
As long as your messing with dice, there is currently a max of 30 dice. There are times when more then 30 hit dice are needed, I dont have issues rolling the extras that are needed and adding by hand, but currently it does not tell you that it will only roll a max of 30 dice I see that as a bug.

Moon Wizard
July 2nd, 2014, 22:51
Already being looked into. Basically any dice >30 will not be physically rolled using a 3D die, but a random number will be generated internally instead. I may up the limit too, but that requires additional work with die layouts on the cursor.

Regards,
JPG

Willot
July 2nd, 2014, 23:54
As long as your messing with dice, there is currently a max of 30 dice. There are times when more then 30 hit dice are needed, I dont have issues rolling the extras that are needed and adding by hand, but currently it does not tell you that it will only roll a max of 30 dice I see that as a bug.

HOly! In a real life game do you use a bucket to roll them all at the same time?

Holy Cow! thats some high power level gaming right there.

jasonisop
July 3rd, 2014, 01:56
I havent played a face to face game in over 10 years. But it would be for Epic level NPC's and monsters, The adventure/book expedition to undermountain has a 33HD elder orb.

Moon Wizard
July 3rd, 2014, 02:16
Also, high-powered Champions uses 30-40 d6 powers.

JPG

dulux-oz
July 3rd, 2014, 05:30
And you've obviously never played in a Shadowrun3 campaign - I had a Decker once (yes, very high powered) who, with all of the software, deck, abilities, cyberware, bioware (his Essence was 0.02), knowledge skills, active skills, and everything else, was rolling 73d6 (over 5 colours - used to signify different sub-effects) for each Decking roll.

This is one reason Shadowrun got a rep for being a "Bucket O Dice" game.

And yes, I literally used a bucket and a large Die Tray.

Don't you just love Rules Lawyers! :p

Cheers

Blacky
July 5th, 2014, 07:05
Already being looked into. Basically any dice >30 will not be physically rolled using a 3D die, but a random number will be generated internally instead. I may up the limit too, but that requires additional work with die layouts on the cursor.
Seems already quite high. Not sure of the point of mimicking the roll of 40 or 50 dices on screen for potentially each test.

viresanimi
July 5th, 2014, 09:57
And you've obviously never played in a Shadowrun3 campaign - I had a Decker once (yes, very high powered) who, with all of the software, deck, abilities, cyberware, bioware (his Essence was 0.02), knowledge skills, active skills, and everything else, was rolling 73d6 (over 5 colours - used to signify different sub-effects) for each Decking roll.

I gotta wonder... was your deckers' handle "Rollin' Thunder"? hehheehhe


Vires Animi

dulux-oz
July 5th, 2014, 14:10
I gotta wonder... was your deckers' handle "Rollin' Thunder"? hehheehhe

HA, nice one! I might just use that sometime. :)

tlavalle
July 13th, 2014, 23:55
do you know when this will be implemented? as i am trying to use the corerpg to run and l5r game.

Moon Wizard
July 14th, 2014, 00:15
It's been put on temporary hold to finish up 5E D&D launch in preparation for Gencon. I plan to return to that development branch after the convention.

Regards,
JPG

DMFirmy
September 28th, 2014, 00:58
Wow, and here I logged in to look for some ideas on how to begin working on my own ideas for a "drop lowest" dice mod. Perhaps I will put this idea on hold for a bit if this is something that is being planned for a future update. :)

DMFirmy
November 2nd, 2014, 14:27
... if this is something that is being planned for a future update.

Any idea if this will wind up making it into the next update?

damned
November 2nd, 2014, 14:28
this wont happen until after the port to Unity is complete - and the port is a massive job...

DMFirmy
November 2nd, 2014, 14:38
this wont happen until after the port to Unity is complete - and the port is a massive job...

Sadness... but thankfully I am a patient man...

S Ferguson
February 5th, 2015, 17:36
I'd like to see an easier way to implement explosions on multiple dice "values." As an example in TORG you explode on a 10 or a 20, on a single d20 roll and disconnect on a roll of 1. (a critical failure) IIRC. And keep rolling until a non 10 or 20 value is kept. Basic Keep and Roll. I'd also like to, see the Shadowrun variant mechanic as Dulux-Oz pointed out. Also in Feng Shui you have a true wild die that is rolled along with the regular die - they're both d6's - and one acts as a positive number and the other die acts as a negative (The two dice are usually different colors). This allows rolls to come up negative (from there the value is added - or subtracted from - your ability you're testing which gives your final score). It's an uncommon example, but dice negating each other tends to crop up a lot in modern indie role playing games. Otherwise I think that you've covered most of the standard mechanics.

Cheers,
SF

chillybilly
February 9th, 2015, 14:33
I am not sure what the port to Unity means (only that it sounds like a big job). But, my question is does anyone know what is the status of this dice feature? It sounds absolutely amazing.

S Ferguson
February 9th, 2015, 15:51
I am not sure what the port to Unity means (only that it sounds like a big job). But, my question is does anyone know what is the status of this dice feature? It sounds absolutely amazing.

I think it's "in the works."

Tosayu
May 1st, 2015, 08:22
Was a way ever created to reroll 1s on character creation? Maybe a chat command we can drop in a macro?. We do 4d6 reroll 1 pick 3 highest in our campaigns, and this program would be a better sell to friends if we could do that. Having to use Skype or Hero Labs would leave a bad taste in their mouth after buying the program.

I am still learning the program, and once I have played some, dm some, and got a handle on it, I want to convince my group to use this over roll 20 once we start moving in a little bit.

damned
May 1st, 2015, 08:36
Sorry Tosayu - this feature is probably not likely to be included for some months at least.
This will be included in the Unity release but that is a huge project and with the 5e launch much of the Unity resources have been working on 5e.
It was hoped that this would be available sooner but from a big picture view it doesnt make sense to do the coding and app building twice....

Trenloe
May 1st, 2015, 16:41
Was a way ever created to reroll 1s on character creation? Maybe a chat command we can drop in a macro?. We do 4d6 reroll 1 pick 3 highest in our campaigns, and this program would be a better sell to friends if we could do that. Having to use Skype or Hero Labs would leave a bad taste in their mouth after buying the program.
As damned has said, this particular feature isn't automatically possible in the current platform. However, to be perfectly honest, this is such a small part of using the application (how many times do you roll up a PC?) that it shouldn't stop you from using Fantasy Grounds if you see a clear advantage over other VTTs.

chillybilly
May 1st, 2015, 17:25
You could always pervert the fighter "Great Weapon Fighting" mechanic that rerolls 1s and 2s. Your players will LOVE you.

DMFirmy
May 1st, 2015, 17:56
I also wrote a drop lowest plugin. It is posted on my website at DMFirmy.com (http://DMFirmy.com).

Trenloe
May 1st, 2015, 19:46
I also wrote a drop lowest plugin. It is posted on my website at DMFirmy.com (http://DMFirmy.com).
This is great. @DMFirmy - would you mind starting a thread in the forums here letting people know about what FG extensions etc. you have on your website and update when you do updates to your website? I had no idea you had a bunch of cool FG stuff on your website - so I would imagine that 99.9% of other FG community members had no idea too...

JohnD
May 2nd, 2015, 03:18
That moon tracker one would be really handy in a Dragonlance game from hazy memory.

Tosayu
May 2nd, 2015, 03:33
I also wrote a drop lowest plugin. It is posted on my website at DMFirmy.com (http://DMFirmy.com).

That is really cool DMFirmy!

DMFirmy
May 2nd, 2015, 03:38
This is great. @DMFirmy - would you mind starting a thread in the forums here letting people know about what FG extensions etc. you have on your website and update when you do updates to your website? I had no idea you had a bunch of cool FG stuff on your website - so I would imagine that 99.9% of other FG community members had no idea too...

I actually have threads for both the mods I created:
Drop Lowest (https://www.fantasygrounds.com/forums/showthread.php?22637-DMFirmy-s-Drop-Lowest-Extension)
Moon Tracker (https://www.fantasygrounds.com/forums/showthread.php?22669-DMFirmy-s-Moon-Tracker-Extension)

Trenloe
May 2nd, 2015, 03:43
I actually have threads for both the mods I created:
Drop Lowest (https://www.fantasygrounds.com/forums/showthread.php?22637-DMFirmy-s-Drop-Lowest-Extension)
Moon Tracker (https://www.fantasygrounds.com/forums/showthread.php?22669-DMFirmy-s-Moon-Tracker-Extension)
Oops, sorry I missed those. Added them to the CoreRPG extension thread: https://www.fantasygrounds.com/forums/showthread.php?20320-FG-3-0-CoreRPG-Extensions

Thanks!

Naroe
May 3rd, 2015, 09:50
DMFirmys codes work great, I modified the drop lowest to give me a drop highest as well. Moon tracker also excellent. Highly recommend them to all.

I am in process of coding up my Percentile Campaign and would really like to see the percentiles put on the desktop rather than inside the radial.

damned
May 3rd, 2015, 11:31
Welcome Naroe!
Nice job - can you post your extension here too?
Also in case you didnt know - in the interim you can type your roll like
/roll 1d100
in the chat window and instead of hitting enter you can drag it to a slot on your hotbar and then you can use that to quickly make your roll.

Nylanfs
May 4th, 2015, 15:07
But no pretty, pretty dice...

Quatermain
July 5th, 2015, 06:52
DO WANT THIS (exploding dice, open-ended dice) FEATURE/CAPABILITY!!!!
I use this dice mechanic in many different home brew game rules that I have put together over the years.
My players love the idea that there may be more that can happen if they are particularly lucky on their dice rolls.
I know you FG devs are busy bees these days, but this is IMHO a must have feature that would add even more depth to an excellent product.

damned
July 5th, 2015, 13:01
Go here: http://fg2app.idea.informer.com/ search dice and vote away.
It is an important feature. It is coming but at this stage not until FG4 or whatever it will be called arrives.

Quatermain
July 7th, 2015, 01:08
Go here: http://fg2app.idea.informer.com/ search dice and vote away.
It is an important feature. It is coming but at this stage not until FG4 or whatever it will be called arrives.

Awesome... Thanks for the update.
VOTED and NOTED!!

:)

GuardianLurker
July 23rd, 2015, 19:42
Ok, these are both "fringy" dice mechanics I suppose, but how would you represent the following:
roll 2d10, compound on doubles, auto-fail on double 1's. E.g. 5+7 = 12; 6+6, 5+7 = 24, 6+6, 4+4, 1+1 = Fail (This is the old Mayfair DC Heroes mechanic.)

roll Xd10, choose sets. E.g. 8d10 => 8,3,5,3,7,9,8,3 => 2 8's or 3 3's. (The One Roll Engine mechanic behind Godlike, Wild Talents, and Reign.)

Also, is there any provision for triggering on *exactly* (and only) a target number (e.g. 1d100e=66, or 4d6r=2?)? Likewise for "matching" dice, like ORE's wiggle dice?

damned
July 24th, 2015, 07:03
cant.
cant.
nope.

sorry. - Go here: http://fg2app.idea.informer.com/ search dice and vote away.
It is an important feature. It is coming but at this stage not until FG4 or whatever it will be called arrives.

Moon Wizard
July 24th, 2015, 09:37
For your specific examples.
* The compound/fail on doubles will not be built in, but could be coded using Lua extension or custom game system ruleset.
* There will be sets for keep/drop, but not set selection after the roll (which requires an interface to be built into the ruleset). Again, this could be coded using a Lua extension or custom game system ruleset.
* Based on the current implementation, the new built-in dice system will be able to trigger explode/reroll on greater than, less than or equal to a value.

The timing on the next major release is undefined at this point, due to the large number of changes as well as moving to another tech platform. We'll give more updates once we have a better idea of a timeline. We're deep into prototyping all the various systems to find the right libraries, as well as porting the existing code as a starting point.

Regards,
JPG

Wolfheart
September 21st, 2015, 21:05
First of all I want to thank the community here for being welcoming and forthcoming, and I apologize for my occasional outbursts of nerdrage.
Seeing this thread and reading the post made my heart jump because this is precisely what I am hoping to see in Fantasy Grounds.
I have at long last been able to try out the software with a group of people, and I think it worked brilliantly with D&D 5e.
Still think it was a hassle to have to install other software (TeamSpeak, Skype) to be able to use FG properly, and hope that along with the dice mentioned herein, we will see FG have its own integrated video and audio channels.
It could (should?) even have nice RPG-ish frames for extra mood, you know, like many of the classic video RPGs that have gargoyles or ornate stonework around character portraits, only FG could have it around the players' beautiful faces (for those who wish to play with video) - perhaps have a box with both a character picture and your webcam stream inside.
Anyway, I'm already digressing, I just wanted to say thank you to the developers for all the good stuff you are doing, and thank you to perhaps your most valuable assets, the people on these boards.
Also,
there are a lot of wishes on the wishlist- - but can you tell us what you know definitely will be part of the next iteration of Fantasy Grounds, and if there is an ETA in place by now?