View Full Version : /roll 2d6 Vs a Dynamic Target Number?
kronovan
March 4th, 2025, 01:05
Is there existing syntax in CoreRPG for a /die or /roll chat command that allows for a dynamic target number to be specified? What I'm seeking is similar to the way the Mongoose Traveller 2e ruleset allows you to roll 2d6 against a Task Difficulty. That ruleset has even numbered Task Difficulties that begin wiith Easy (2d6 Vs TD2) and range to Impossible (2d6 Vs TD16.) In my case I require odd and even TDs of 1 thru 12, where a roll thats equal to or over the TD succeeds. I've experimented with many 2d6 rolls and letter syntax, but nothing has been successful.
So in my pseudo-syntax, it'd lood like; /roll 2d6[TD]#, where TD is task difficulty and # can be 1 thru 12.
If anyone knows if such syntax exists and what its format is, or knows if it would be possible to create an extention that would support it, I'd appreciate hearing about it.
Moon Wizard
March 4th, 2025, 01:07
I'm not sure if MoreCore/XCore community rulesets have something; but there is nothing in CoreRPG.
All of the target number behaviors for specific rolls are programmed into each ruleset by their respective developers, including Traveller as your example.
Regards,
JPG
LordEntrails
March 4th, 2025, 02:28
Maybe... the ruleset I'm working on Damned created a roll for my that the target number is a combination of two character sheet values. One is an attribute and the second is the skill value. And then it's a roll under. Maybe this is close enough to what you are looking for?
It's a d100 roll under the target where the target is the sum of the two values. I imagine that for you it would be rolling against your target number. If you think that might be sufficient, I can send you the code.
kronovan
March 4th, 2025, 03:19
Many thanks for the replies.
I would be intereseted in any code examples that allow for something similar.
My Target Numbers are very dynamic, potentially summing variables from 6 different sources and adding them to a character's base skill score to arrive at a TN. I'm not looking to automate the variable math, just a way to take a single skill score (identical skill for every PC & NPC) and allow a variable to be inputted into a field/box, which would get added to the skill for the final TN. My rolls of course are 2d6 with successes being even or over. If my players and I had to input that roll as a chat command, that could be doable.
LordEntrails
March 4th, 2025, 16:11
So this code sums the ability and skill numbers to get the target. You are welcome to any of it that is helpful. It also includes a different advantage/disadvantage mechanic (reorder the d10s to get a favorable or unfavorable result, with low being favorable since you have to roll under the target number). I can demo how it works in the ruleset if interested.
kronovan
March 4th, 2025, 19:43
So this code sums the ability and skill numbers to get the target. You are welcome to any of it that is helpful. It also includes a different advantage/disadvantage mechanic (reorder the d10s to get a favorable or unfavorable result, with low being favorable since you have to roll under the target number). I can demo how it works in the ruleset if interested.
Thanks for sharing your script LordEntrails. I noticed the abilities and it looks like your creating something for WoD?
This will definitely be helpful. My script will be simpler, as my ability equivalent will be a single field/text box that's the same on every PC and NPC sheet. And I'll always add it to the same skill that's common to all PCs and NPCs.
[Edit] In fact, if I could read from the global/desktop modifier box for the variable value for my target number, that would be ideal. but I don't know how to read that box from a script, or if that's even possible? As well, I'm a bit skeptical that the modifier box is working as intended for chat dice rolls. For at least 2 of the rulesets I own (MgT2e and Cepheus Engine), the "Use current targets for chat window rolls" toggle isn't working for chat commands - just noticed that yesterday. That toggle does work for SWADE, but that's only 1 of the rulesets I want my extention to work with.
LordEntrails
March 4th, 2025, 22:30
FrontierSpace from DWD Studios. It uses a d00 system and is a spiritual successor to Star Frontiers. Damned has done some of the other rulesets for DWD Studio RPGS like White Lies.
damned
March 5th, 2025, 09:43
Try this extension - its just called Krono and its for CoreRPG.
kronovan
March 5th, 2025, 21:24
FrontierSpace from DWD Studios. It uses a d00 system and is a spiritual successor to Star Frontiers. Damned has done some of the other rulesets for DWD Studio RPGS like White Lies.
Cool. A player in one of my campaigns gave a very favorable mention of Star Frontiers. I never had a look at it back in the day, just knew it was a SciFi RPG by TSR. Good to know there's a spiritual scuccesor - will mention it to that player.
Try this extension - its just called Krono and its for CoreRPG.
Thanks for the extension Damned - will give it a read.
damned
March 6th, 2025, 20:20
There is a new desktop panel called Target
GM can set difficulty, players can see difficulty but cannot change it
Anyone can roll 2d6 vs difficulty by double clicking the target/difficulty number
It will accept mods
It will report a success if you meet/beat the target along with the difficulty descriptor
LordEntrails
March 6th, 2025, 21:10
Cool. A player in one of my campaigns gave a very favorable mention of Star Frontiers. I never had a look at it back in the day, just knew it was a SciFi RPG by TSR. Good to know there's a spiritual scuccesor - will mention it to that player.
Should have a ruleset and the core books up on the Forge in the next few weeks. The ruleset won't be very slick, yet, but it's a work in progress. Just need some combat tracker improvements and Starship objects created and I think we will release it. Been using it in our group since the beginning of the year.
kronovan
March 8th, 2025, 22:19
There is a new desktop panel called Target
GM can set difficulty, players can see difficulty but cannot change it
Anyone can roll 2d6 vs difficulty by double clicking the target/difficulty number
It will accept mods
It will report a success if you meet/beat the target along with the difficulty descriptor
Damned, your extension is proving to be excellent - really appreciate it! It works flawlessly with both the Mongoose Traveller 2e and Cepheus Engine rulesets - the 2 most important for me. It doesn't however work with SWADE, and I haven't tested it with SWD yet. What I'm doing is an attempt to adapt the Battletech-Alpha Stike rules to FGU. For targeting, those rules use a SATOR mnemonic: attacker's Skill + Attacker's movement modifier + Target's movement modifiier + Other modifers (mostly terrain, partial cover & Heat) + Range modifer. Many of those are typically dynamic, so manually inputting them into a box is more practical.
I've resized your target box and renamed the caption to "Alpha Strike TN". I also changed the IF..Else IF statement that displays degrees of difficulty in the chat window to be better aligned with CE. Such result degrees aren't really used with AS, but it's nice to have chat ouput align with core CE. Originally I had the idea that I'd read the special "Alpha Strike" skill (works opposite to MgT2e and CE skills, in that a lower score is better) from a character sheet and then have the keyed in modifer added to it. I now realize that your box would really have to be on a PC and NPC sheet to work, as it'd error out when a PC or NPC sheet for it to read from wasn't open. Also, since only the Host can input the TN modifier, it'd have to read the CT to know who the current player is, then read its CS Alpha Strike score - don't know if that's easily doable, or even doable?
I of course have other issues, in that a few AS stats and tracks are missing from Vehicle sheet. As well, fixed damage (1d0+#) rolls don't work from the CE vehicle sheet [Actions] tab, or from the PC sheet [Ships] tab, where PC embarked vehicles like walkers or tanks are also displayed. Ideally, I want to roll damage from vehicle sheets, as that's the way it's done in AS. In that regard, your Target box on the desktop is a more workable approach. The best thing about CE, is that Bayne has found a way to allow vehicles in the CT, which is a big factor in making AS feasible. I will mention the vehicle sheet roll to Bayne.
damned
March 9th, 2025, 22:18
I did it this way because the GM sets the Target Number.
If you were doing it from charsheet and players could set the TN you could remove GMEDITONLY and by it being on charheet you would not need to setPublic.
kronovan
March 16th, 2025, 19:46
After some testing and a lot of thought, I think I'm going in a different direction. I'm considering building the SATOR targeting mnemonic into your combo box. I'm assuming I could do that by disabling editing for the current TN box and then adding 5 input boxes who's values would be read by the TN box and summed to get a final target. I did a mock up graphic and it'd look something like this:
63803
The Alpha Strike rules/game play somewhat complicates putting the combo box on a character sheet, because they are very much vehicle focused. The only reference to the driver in that system, is the driver's Alpha Strike skill listed on vehicle cards. Having the combo box on the desktop makes it work whether a player is looking at their vehicle sheet or character sheet. I'm going to stumble around your LUA & XML's and take a stab at adding 5 input boxes that the main TN box reads. The players would still double-click the TN box to roll the 2d6+modifier, so that won't change.
Do I have the skill to comprehend LUA enough to pull this off? Maybe not, but I'll learn a heckuva lot in the process even if I crash & burn. :p
Powered by vBulletin® Version 4.2.1 Copyright © 2026 vBulletin Solutions, Inc. All rights reserved.