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View Full Version : Any way to add new "mechanic" based dice?



Chewie81
January 29th, 2024, 11:23
Simply, I want to be able to create a die like the blue combat die in the Fallout2d20 system, in any system I play like D&D for example however I don't want the die restricted to a D6 but allow it to be any die type d4 through d20. I also would like to have this die be able to be linked to actions and abilities. Currently I am limited to whatever dice are set by the game system.

For example I create a "special" die to add to the dice available to the system and call it for this purpose a Tension Die. In the window I created the die FG would as me what type of Die it is and it string identifier in this case I want it to be a D12 and when referenced I will use dT.

If I wanted to roll 1 tension die I would /roll 1dt or select my new fancy die from the line of dice on the bottom of my screen. If an ability used the tension die it, after making the adjustments associated with it, it would auto roll that new system die. For example I have a feat that allows my players to roll a Tension die when they heal another character in addition to the normal healing roll. In this case it is a level 1 cure wounds so the Ability string would be modified to 1d8+Wis Mod+dT.

Now here's the kicker, If I modify the die I created and make it a D8 now, but leave all the other settings the same everything I had set up previously would accept the new die and carry on.

Clear as mud?

Thanks :)

for reference http://fgapp.idea.informer.com/proj/?ia=142360

damned
January 30th, 2024, 00:51
Not at a FG computer just now but there are
r# red
p# purple
g# green
b# blue
dice available
does that help?

Moon Wizard
January 30th, 2024, 02:31
It would need to be something programmed into the ruleset that uses that die. The Fallout 2d20 system we implemented does use a "dC6" dice for the Fallout special dice handling. Other rulesets could implement their own custom die, that would need to be parsed and handled for any roll. There is no general system for it; it would need to be built for that system.

Regards,
JPG

Chewie81
January 31st, 2024, 20:27
It would need to be something programmed into the ruleset that uses that die. The Fallout 2d20 system we implemented does use a "dC6" dice for the Fallout special dice handling. Other rulesets could implement their own custom die, that would need to be parsed and handled for any roll. There is no general system for it; it would need to be built for that system.

Regards,
JPG

Thank you, If the stargate 5e system didn't have different tension die and only had the 1 type of die I could of worked around it. But it doesn't hurt to ask.

damned
February 1st, 2024, 01:04
What ruleset are you using?
What is the EXACT mechanic?

Chewie81
February 1st, 2024, 06:12
Ruleset = D&D 5e in Fantasy Grounds and I have built a module to cover the Stargate SG1 RPG by Wyvern Gaming which is "5e Powered"

Mechanic From the rule book - The Gatemaster assigns each episode a tension rating. This is expressed as a die code (ranging from 1d4 to 1d12). Higher die types represent more dangerous and tense episodes or scenes. When a mechanic calls upon the use of the tension die it is expressed as +TD. For instance, an attack might deal 1d8+TD damage, thus increasing the potential damage in higher tension scenes.

There are a large number of mechanics that use the +TD in the Stargate system ranging from healing to feats, saves and ability checks. The game relies heavily on this system, especially as players progress in levels and gain abilities and feats.

The Primary Issue - While I can make each of these roll a single die type by modifying the ability, attack, etc. If the tension die changes during the game I am then required to go through and modify each of them again. which breaks immersion, takes a butt load of time and honestly slows everything down.

superteddy57
February 1st, 2024, 06:47
You could just have the players roll the die and then add the number to the modifier box before the main roll. This will add the result as a modifier to the next roll being performed.

damned
February 1st, 2024, 10:20
That is exactly what I was going to suggest. Do the players KNOW the size of the tension die?

damned
February 1st, 2024, 12:59
Try this extension (check the very last option in options) but really throwing a die and dragging the result to the modifier is the no code way that meets the requirements.

damned
February 4th, 2024, 23:59
Chewie81 did you try out the extension?

deer_buster
February 6th, 2024, 05:28
or more to the point, you could add effects during the episode so that nobody has to remember to add it...

Chewie81
February 8th, 2024, 06:31
Chewie81 did you try out the extension?

I haven't yet been busy with other things and have just checked back. I will give it a try tonight

Chewie81
February 8th, 2024, 06:48
Chewie81 did you try out the extension?

Ended up checking it out straight away lol.

Thanks damned that button and the setting it in the settings makes it easier for me to manage for sure. MASSIVE thumbs up from me.

Next step would be to make that button droppable like a die (see attached) but that can wait until it is possible to do so.