STAR TREK 2d20
  1. #1011
    Lol Damned needs a HUGE ton of info. There's like billions of systems he doesn't know.

  2. #1012
    damned's Avatar
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    But onto more pressing topics (for me at least...) Ive just added options for Initiative...



    CT: Initiative - Off|GM and Player This will show/hide the Initiative/Order field on the CT
    CT: Initiative Dice Size - d20|d10|d6|d0 This will roll either a d20, d10, d6 or keep Init at 0 (for when you are hiding Order/Init) on the CT
    CT: Manual Turn Tracker - Off|GM and Player|GM Only This will show/hide the Manual Turn Tracker widget on the Actors Portraits on the CT

    They are all related to each other. The first and third ones require a reload to take effect.

    Now... are there other common Initiative/Order dice that are used? I cannot auto add Modiiers because that breaks the generic nature... Its possible I could put a Modifier Box next to the Order field on the Character Sheets...?

    mc-new-init-options.jpg

  3. #1013
    That would be amazing Damned!

  4. #1014
    Gods, you have me sitting on pins and needles for this update!

  5. #1015

  6. #1016
    Please do add the modifier box. That would be awesome. Is it possible to have one on npc sheets too?

  7. #1017
    Erin Righ's Avatar
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    Quote Originally Posted by damned View Post
    Hi Erin Righ why is the Target 11? Is the target always 11? Does it always explode on 6 or is it sometimes more numbers?
    If the target is not always 11 I would use /explode 2d6+5 and the GM and Player will know/set the Target Number and call the result.
    Hi Damned. No the target number varies. It always explodes on 6 except when using d10s then it explodes on 10
    Two roads diverged in the woods and I, I took the one less traveled, and that has made me hopelessly lost!

  8. #1018
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    Quote Originally Posted by Erin Righ View Post
    Hi Damned. No the target number varies. It always explodes on 6 except when using d10s then it explodes on 10
    So you wouldnt hard code the target.
    You would hard code the dice which in this case would be:
    /explode 2d6+5

  9. #1019
    Erin Righ's Avatar
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    The dice are variable too, either d6s or d10s
    Two roads diverged in the woods and I, I took the one less traveled, and that has made me hopelessly lost!

  10. #1020
    Erin Righ's Avatar
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    Maybe I am not explaining myself very well. I know you have /explode which does almost every thing I want. What it doesn't do is what /edies does and display "success" what /edies doesn't do is add the dice together after exploding.
    Two roads diverged in the woods and I, I took the one less traveled, and that has made me hopelessly lost!

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