5E Character Create Playlist
  1. #1

    Strange Dice Results ?

    I was testing the dice coding and this code does not work: /die 2d8r2e7. This is from the FG guide, what it is supposed to do is roll 2d8, reroll any result of 2 or lower and explode (roll anther die to add to the total for any result of 7 or greater). From the look of it, the 2nd part of the statement gets ignored. For example, if you switch the coding and put /die 2d8e7r2, you will explode on 7+ but not reroll any 2 or lower. If you go with the original way it is set up it will reroll all 2 or lower but not explode any 7 or greater."

    The example is at https://fantasygroundsunity.atlassia...1/Rolling+Dice.
    FGA Founder
    FGU teacher and student!
    Ultimate License Holder
    Discord Alias: Laerun#6969

    https://www.fantasygroundsacademy.com

  2. #2
    LordEntrails's Avatar
    Join Date
    May 2015
    Location
    -7 UTC
    Posts
    17,272
    Blog Entries
    9
    You posted in FGC House of Healing. Did you mean to post in FGU? Pretty sure FGC does not support dice expressions

    Problems? See; How to Report Issues, Bugs & Problems
    On Licensing & Distributing Community Content
    Community Contributions: Gemstones, 5E Quick Ref Decal, Adventure Module Creation, Dungeon Trinkets, Balance Disturbed, Dungeon Room Descriptions
    Note, I am not a SmiteWorks employee or representative, I'm just a user like you.

  3. #3
    Thanks for reporting. I have another report of multiple die modes not working in conjunction that I'm tracking as well.

    Regards,
    JPG

  4. #4
    damned's Avatar
    Join Date
    Mar 2011
    Location
    Australia
    Posts
    26,685
    Blog Entries
    1
    Hi Moon Wizard

    While looking at the Dice engine could you consider the following:

    Exploding Dice that explode negatively as well.

    example: d10
    result: 10 roll again and keep both values (10,5 = 15, 10,10,5 = 25, 10,1 = 11)
    result: 2-9 keep value
    result: 1 roll again if its the first 1 - the new roll is subtracted from the initial result (1) and no further explosions (1,5 = -4, 1,10 = -9, 1,1 = 0)

  5. #5
    I have found a similar problem of "two modes" not working well with another, I thought it may fit here: One gets a problem with a negative die and the reroll mechanism:

    For example take /die -1d10r1, this is a negative d10, but when it rerolls any 1, then the new result will not have a negative sign, resulting to that the result is positive instead (so, a rolled 2 would be a -2 normally, but when it rerolls a 1 as a 2, then the result is a +2 instead of the expected -2

    Hence, it seems the the negative sign is forgotten after the reroll (but of course an edge case )

Thread Information

Users Browsing this Thread

There are currently 1 users browsing this thread. (0 members and 1 guests)

Tags for this Thread

Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •  
STAR TREK 2d20

Log in

Log in