damned, it looks great! What is MANUAL ROLL? It is repeated, so I assume that means it exploded? Rolls 1, 2 and 5 did not explode. Roll 3 exploded once and roll 4 exploded 3 times?
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damned, it looks great! What is MANUAL ROLL? It is repeated, so I assume that means it exploded? Rolls 1, 2 and 5 did not explode. Roll 3 exploded once and roll 4 exploded 3 times?
Manual Roll is added when you set Manual Rolling on in Options.
That way I could show you the main permutations on one screen without having to do a gazillion rolls....
Gotcha.
Now, I am trying to change the word Abilities to Physical. I do not see it defined as a string, like RACE which I was able to change to Kindred. Is there another method to change that text?
Its an Editable field so it is set differently.
Have a look at the City Of Mist extension. It goes something like this:
<string_useredit_bold name="cas2_label" source="cas2_label">
<anchored to="cas2" />
<default>Physical</default>
<tooltip textres="label_editable_stats" />
</string_useredit_bold>
Now note that this is a field called default. That means it will only apply your change to a new sheet that doesnt have a value assigned just yet. Once you open the Character the defaut value will be assigned. So once you make your change you will only see it in New Characters...
Sorry about that...I did sort of start that conversation in the middle, didn't I?
In Torg (and Torg Eternity), skill rolls use 1d20 and either explode on 20's and 10's, or only explode on 10's (depending on the type of roll). If you are familiar with the dice roller in Roll20, the string I use there is d20!10!!20 (explode on 10 or 20) or d20!10 (only explode on 10).
The Torg Eternity 'bonus die' is a d6 that explodes, but rather than a 6 counting as '6 plus re-roll', it is counted as '5 plus re-roll'. For example, A exploding bonus die that rolls 6, 6, and 4 would be totaled to 14. If it helps, the bonus die can be done in roll20 as 'penetrating' dice (exploding dice where 1 is subtracted from all the re-rolls).
It cant do that right now... Ill have a look into it...
rstrahan I probably still need more info.
When would you choose to explode on 20 and 10 or just 20?
What about modifiers? Are there any? When do they get applied? How do they modify the roll?
How do you measure success?
Is it a fixed target number?
What do you report on a failed/success/critical roll?
Torg is a pretty odd system, which is why it can be a pain to automate some of the rolls. Here's how it works:
All action rolls (meaning anything except damage) are made using 1d20, which explodes on a 10 and is an automatic failure on a 1. If the roll is against an ability (Strength, Dexterity, Mind, Spirit, and Charisma), or if the character is skilled (meaning has at least one add in the skill), the die also explodes on 20.
The dice total can be increased by an 'Up' effect or by spending a 'possibility point' to add an additional d20 roll (spending a possibility treats the re-roll as a minimum of 10). The roll can be affected by multiples of these bonuses: a character could spend a possibility, use a card for a second bonus roll, and have an 'Up' effect for a third. And ALL of those d20's explode the same as the initial one, based on if the roll is skilled or unskilled.
Now that you have a die total, you check it against a chart (I've attached an image: Attachment 22849) to get your bonus number. Attribute + Skill Add + Bonus Number + Modifiers is your skill total. You check that against a target number (usually 10, but it can be altered for difficulty) or an opponent's skill total for opposed rolls.
There are 3 levels of success in Torg Eternity: Simple success, Good success (beating the target number by 5), and Outstanding success (beating the target number by 10). In combat, a Good success gives the character 1 Bonus Die (BD) that is added to the base damage of his attack, and an Outstanding success gives 2 Bonus Dice. A Bonus Die is a d6. On a roll of 6, the roll is treated as a 5 and the die is then re-rolled and added to the total, with 6 being counted as 5 with a re-roll. Bonus Dice are theoretically infinate, but there are limits to how much damage can be done from a single attack.
Example 1: Character 1 has Dexterity 7 and 2 adds in the Drive skill. He is starting with 9 before any dice rolls or modifiers. If he rolls a 13 on the dice (granting +1 bonus), for a Drive total of 10. If he was making a standard check, he would succeed. If the GM had decided that a rainstorm caused a -2 to his check, then the roll would fail.
Example 2: Character 1 (Dexterity 7, Stealth 2) is trying to sneak past a guard (Mind 6, Find 1). Character 1 rolls a 20, a 10, and a 5 for a die total of 35 (+10 on the Bonus Chart). The guard makes a Find roll, getting an 18 for a +5 bonus. Character 1 compares his Stealth total (7 + 2 + 10 = 19) against the guard's Find total (6 + 1 + 5 = 12), giving him a Good success (he beat the target by 5, but not 10). The GM decides that not only does the guard not notice him, but he gains surprise on the poor rent-a-cop.
I think that the bonus chart could be handled using the /rollon command with a table, but I'd like to see at least a pair of Torg rolls (unskilled and skilled) to handle the weird way dice explode, and a way to do the Bonus dice (exploding d6's that either count 6 as a 5 (rolling 6, 6, 3 = 5 + 5 + 3), or that subtract 1 from total on the rerolled dice (rolling 6, 6, 3 = 6 + 5 + 2).
Thanks for the response and interest, I know all the Torg players out there appreciate it. I can get 'close enough' in roll20 (and probably nail it if I want to use the API), but I've only just started playing around with Fantasy Grounds so haven't even begun to look 'under the hood'.