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  1. #21
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    the zero code approach to this will be:

    On the Skill unhide p2 and then store the Skill value there
    Then add one more Roll like this:

    Name: Skill Proficiency
    Dice String: /mod 1

    Then when your GM tells you that the difficulty is 4 and you have a 4+ in the Skill you first click Skill Proficiency and then you click the actual Skill roll.
    Give that a try.
    Otherwise its down the rabbit hole we go...

  2. #22
    This works like a charm. Thank you a lot again damned. This is a nice workaround.

  3. #23
    It´s me again :/
    I made my modifier easier, because i thought it woud work better.

    Is there a String where i can add a modifier to each die, before compared to the TN

    I tried /die 1d(a)+(p3)s(p1)+1d(b)+(p3)s(p1), but it doesent work :/
    P1 = TN
    P3 = Modifier

  4. #24
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    Hi Weltende there isnt in the current rolls.
    Mathematically 1d(a)+1)s(p1) is the same as 1d(a)s((p1)-1) so you might try this...
    Now there is an error in the CoreRPG die handler where the stuff in brackets is not working as it is supposed to and we dont have an ETA but I wonder...

    It could be getting a little funky though...
    /die 1d(a)s[(p1)-(p2)]+1d(b)s[(p1)-(p2)]

    Now that should work but it doesnt...
    If you do half that
    /die 1d(a)s[(p1)-(c)]
    you will see that works but there must be an error where 2 sets of [brackets] are messing up...

    Let me think on it some more

  5. #25
    Ah i see. It is a good idea to substract it from the TN. I tried it too and sure you right - it works with one square bracket, but not with 2.
    /die 1d(a)s[(p1)-(p3)]+1d(b)s(p1)

    So it seems i have to wait for them to fix this

  6. #26
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    Either Moon Wizard to fix the CoreRPG roller to allow stacking of parameters or me or frostbyte000jm to address the bracket code...

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