View Full Version : Parsing die rolls
Matchstickman
November 9th, 2016, 15:43
Hello.
I recently bought the Savage Worlds rules set and I thought I had a handle on how Fantasy Grounds displays stuff but now I can't find see what I thought I knew before. I don't know if it's because of the 3.20 update or just because I'm an idiot but how do I tell what the individual dice have rolled when making a roll?
I could have sworn there used to be something I could click from the radial menu to see what the individual die rolls were, was it there or am I going completely mad?
Topdecker
November 9th, 2016, 20:09
You drop the die on the chat frame if you want them "recorded" and totalled.
Tim
Matchstickman
November 9th, 2016, 22:56
Sorry? I don't understand.
I am rolling from character sheet and want to know what the trait die and wild die individual totals are, is/was that possible?
Ikael
November 9th, 2016, 23:01
Sorry? I don't understand.
I am rolling from character sheet and want to know what the trait die and wild die individual totals are, is/was that possible?
Not out-of-the-box. What is the use case where you need to know both rolls? In the most cases you just need to know which rolled higher
Matchstickman
November 9th, 2016, 23:17
Every case where multiple dice are rolled when attached to a single roll (machine guns or the like), or when something like the Jinx Superpower is being used (and it's just not practical to change every skill being used against the target to a "show me a 2 on the trait die" every time).
Matchstickman
November 11th, 2016, 03:46
You can change the "fumble" number for attack rolls - right click on the attack icon, and select the "fumble range" menu option - this will allow you to set it to 1, 2 or 3.
Then the chat window will inform you whenever the trait roll was a natural 1, 1-2 or 1-3, depending on the fumble value.
This is mostly used for Shotguns (which can hit innocent bystanders on a 1 or 2, I believe) but might also cover what you are trying to do here too ?
Yep, completely get that Phantom Whale. But it's not practical to do that with every single skill against a single character and not other character you are facing in that battle.
Also, it's not always about fumbling. If I am shooting 3 targets, Andre, Bob and Carole with a RoF3 Tommy Gun and my roll is 6, 9, 2 WD 8, then perhaps I don't want to replace my 2 with an 8, perhaps I want to make sure Andre goes down and make the 6 into an 8 for a raise on damage. As it currently stands in Fantasy Grounds I would not even have this option, it would automatically replace the 2 with the 8, and I would have no idea what the trait die rolled.
If you two (especially you two hard working people) are telling me it's not currently possible then I must have dreamt it being possible before! How do I go about putting in a feature request for this functionality?
Mask_of_winter
November 11th, 2016, 03:55
Grab your Shooting/Spellcasting die & wild die combo but don't toss them. While holding them, right click to add additional skill or attribute dice.
https://www.youtube.com/watch?v=G3Njm78--6c&index=6&list=PLkxh6-XJwpFsKfYrSnzbwYNCizY3DAOIa
Matchstickman
November 11th, 2016, 03:58
I know how to generate multiple dice for shooting rolls etc. What I don't know, and am rapidly coming to understand is not possible in Fantasy Grounds at present, is how to see the results of those die rolls individually, without them being reordered or replaced by the wild die.
Mask_of_winter
November 11th, 2016, 04:00
I just don't blink when I roll lol
phantomwhale
November 13th, 2016, 22:45
Ok, I understand the issues a little better now (sorry, removed my original post only seconds after posting it, as I realised you were talking about someone who adjusts the fumble range of everyone shooting AT them)
How do you think this should work? Top of my head, we could add an option in the ever-growing options menu to "do not combine dice results" - but I would have thought 98% of the time, you would still want this.
For the RoF 3 example, for some reason I thought you got to pick your targets after the rolls (hence you always want the three highest rolls) but maybe I'm wrong on that - haven't savage'd for a while now.
In general, how do you think this would best be implemented?
Moon Wizard
November 14th, 2016, 06:49
In the prototype I worked on for FGU, the system will have an option to show a die roll that wasn't included in the total as a grey die icon, which is great for reroll mechanics or dropped dice (like this).
For the current version, I placed the reroll details in the text of the chat message, so that the complete roll information was available, even though there are no icons displayed the dropped dice information.
Regards,
JPG
Ikael
November 14th, 2016, 17:01
I could have sworn that I created similar extension some time (1-2 years) ago but could not find it. Anyways, here is new version of the idea. Maybe you can find this useful until better/official support is added
Matchstickman
November 15th, 2016, 19:43
How do you think this should work? Top of my head, we could add an option in the ever-growing options menu to "do not combine dice results" - but I would have thought 98% of the time, you would still want this.
I agree that for most rolls you'd want to show the actual total you're using, and that showing both by default would be confusing to people who are just learning SW (Why is my total 5? I have rolled a 2 and a 5). As you say, there's a huge number of options in the menu, and sticking it in there might be counter-productive.
For the RoF 3 example, for some reason I thought you got to pick your targets after the rolls (hence you always want the three highest rolls) but maybe I'm wrong on that - haven't savage'd for a while now.
Nah, you pick before you roll. Off the top of my head I can't think of a system where you roll and then pick who you hit based on what you rolled, you'd practically never miss!
In general, how do you think this would best be implemented?
I'm not certain.
Ideally I guess I would add it as a radial item when you click on the results of the roll, like you can double or halve the results, but I have no practical experience as to how difficult that would be to code.
...
I could have sworn that I created similar extension some time (1-2 years) ago but could not find it. Anyways, here is new version of the idea. Maybe you can find this useful until better/official support is added
However this is also a very elegant solution, thanks Ikael!
Mask_of_winter
November 16th, 2016, 03:07
Actually, hate to be that guy but under Automatic fire in the Savage Worlds Deluxe it says:
"To attack with a full-auto weapon, roll a number of Shootingdice equal to the weapon’s Rate of Fire. Compare each die
separately to the Target Number to see if it hit. If the weapon
has a RoF of 3, for example, a Wild Card rolls three Shooting
dice plus a Wild Die and uses the best three results."
Matchstickman
November 16th, 2016, 13:24
Actually, hate to be that guy
I hate to that guy your that guy but...
"If some of all of the shots miss or even if the all the shots hit but the Wild Die gets a better result, the player can choose to use the result of the Wild Die instead of one of the Trait die result. Any one of the attacks, their choice."
So sayeth Clint, rules guru.
Here (https://www.pegforum.com/viewtopic.php?f=56&t=50855&p=453041)
Mask_of_winter
November 16th, 2016, 13:35
Still means you pick the best three results :)
Anyway, not here to argue. Hope you enjoy the extension that Ikael provided.
Coanunn
November 17th, 2016, 03:59
I'm just going to leave this here: https://www.pegforum.com/viewtopic.php?f=56&t=47941&p=434963&hilit=assigning+damage#p434963
In short, you MUST keep the best rolls. In the example Matchstick provided with the rolls 6, 9, 2 WD 8, the player must keep 6, 9, and 8.
Ixion77
November 19th, 2016, 15:16
I could have sworn that I created similar extension some time (1-2 years) ago but could not find it. Anyways, here is new version of the idea. Maybe you can find this useful until better/official support is added
I try to use it in DLR with no success.
Rolls are not splitted.
Any hint on how to investigate?
Ixion77
November 19th, 2016, 17:24
In the meanwhile here is one solution: https://www.youtube.com/watch?v=G3Njm78--6c
I'd be curious to know how other users resolve the Autofire rule.
Doswelk
November 20th, 2016, 17:24
Technically I've done it wrongly but it keeps it Fast and Furious and Fun, roll the dice assign the hits between the nominated targets.
amerigoV
October 14th, 2020, 18:06
I wanted to check in on this topic with FGU - (1) has this option been added? I do not see this as an option but might have easily overlooked it. (2) If not, any way to update this extension for FGU? When I loaded it in FGU it burped a good amount of errors and did not provide the information on a roll.
The reason it should be in is for shotguns and shooting with guns with ROF 2+. These may trigger innocent bystander on a 2 (and I notice the Critical is on a 1). One could duplicate the attack and modify the crit rate between slugs/single shot. Also some Hindrances like Bullet Magnet (setting specific) bumps up the roll that can hit them.
I do have another reason for this information it but its not core rules (personal setting rule idea).
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