Thread: Parsing die rolls
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November 14th, 2016, 06:49 #11
Supreme Deity
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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
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November 14th, 2016, 17:01 #12
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
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November 15th, 2016, 19:43 #13
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.
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!
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.
...
However this is also a very elegant solution, thanks Ikael!
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November 16th, 2016, 03:07 #14
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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."Writer for Just Insert Imagination and co-host of the Wild Die Podcast.
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November 16th, 2016, 13:24 #15
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
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November 16th, 2016, 13:35 #16
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Still means you pick the best three results
Anyway, not here to argue. Hope you enjoy the extension that Ikael provided.Writer for Just Insert Imagination and co-host of the Wild Die Podcast.
Find me on G+ to get in on one-shots, check out my YouTube and Twitch channel and follow me on Twitter @Mask_of_Winter
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November 17th, 2016, 03:59 #17
I'm just going to leave this here: https://www.pegforum.com/viewtopic.p...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.
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November 19th, 2016, 15:16 #18
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November 19th, 2016, 17:24 #19
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.
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November 20th, 2016, 17:24 #20
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.
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