Thread: Coding damage dice re-rolls
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April 5th, 2020, 17:33 #1
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- Feb 2017
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Coding damage dice re-rolls
Hi all,
Just wondering if there is a way to code support for re-rolling damage dice that are impacted by feats like Flames of Phlegathos (re-roll 1s on a fire spell) or class abilities like the fighter's two handed weapon specialization (re-roll 1s and 2s).
I'm assuming the answer is "no", but wanted to ask just to make sure.
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April 5th, 2020, 17:59 #2
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- May 2018
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Try looking here:
https://www.fantasygrounds.com/forum...Fighting/page2
And here:
https://www.fantasygrounds.com/forum...-Ones-and-Twos
let me know if this helps, if not i'll keep looking.
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April 5th, 2020, 18:10 #3
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- Feb 2017
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April 5th, 2020, 18:30 #4If there is something that you would like to see in Fantasy Grounds that isn't currently part of the software or if there is something you think would improve a ruleset then add your idea here https://www.fantasygrounds.com/featu...rerequests.php
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October 23rd, 2021, 20:39 #5
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Thanks to the people who researched potential solutions for spells. I discussed with my DM, and came to a compromise:
- Rolling 6d6 for a fire spell will on average give you a single roll of 1 to be re-rolled.
- Re-rolling a 1 gives you an average benefit of 0-5 extra damage (further 1's are not rerolled), which averages out to 2.5.
- Rather than re-rolling dice, apply a flat bonus based on this average at 6 dice (Staggering bonuses every 2 and 3 levels to prevent fractions, then re-starting the sequence again after 12d6):
- 2d6: +1 damage
- 5d6: +2
- 7d6: +3
- 10d6: +4
- 12d6: +5
D8s use a different structure when the bonuses are applied, to best line up with the average evolution of the average re-rolled damage (+3.5 at 6d8, +7 at 12d8). Staggered every other level, with a quickfire every level over 11d8, 12d8 and then starting the sequence again at 13d8:
- 1d8: +1 damage
- 3d8: +2
- 5d8: +3
- 7d8: +4
- 9d8: +5
- 11d8: +6
- 12d8: +7
This averages out the fire damage re-rolls, while maintaining within a point of what the average re-roll would be. As it's easy to add a flat bonus to a spell's existing damage dice, this was the best option we could find, without adding multiple layers of manual re-rolls and HP adjustments based on saved/not saved. Until we get the functionality, hope this helps!Last edited by maxtlion; October 23rd, 2021 at 21:16.
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