-
-
Notifications
You must be signed in to change notification settings - Fork 60
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Cyberpunk RED rolls (explosion variants) #207
Comments
Critical Success
Okay, this makes sense. You can currently do this with the re-roll modifier, but this obviously also drops the initial roll. I really like this idea. I'll have to check your suggested notation might conflict with anything - I don't think it does. Critical Failure
This is a really interesting concept. I don't think I've come across this before. Just to clarify that I understand correctly; It's not the same as Penetrating rolls, is it? Which explodes, but subtracts What you're suggesting is that the initial roll is added, but consecutive rolls are subtracted.
|
Just an update, I've built the functionality to specify a maximum limit on exploding dice, and that's in the So that will go out in the next release. If you're able to clarify the "imploding" functionality, and I can look at getting that in as well. |
\o/ Yay, thanks. Also going to check on that other feature and will clarify. |
Just checked what penetration does.
Penetration adds the additional value, this should be
for the CP RED usecase instead, as it should ignore the roll of the 1 in the sum and subtract the additional roll. Also same for the other feature, it should also be limitable to 1 explosion/penetration:
|
Thanks for the feedback. So the "implode" is more similar to a re-roll modifier, than the explode modifier, in that it forgets / ignores the initial role value. // First roll was `1`, we drop that and roll again and get a `4`
8+1d10ro=1: 8+[4ro] = 12 So maybe something like an addition to the re-roll modifier (e.g. 8+1d10roi=1: 8+[-4roi] = 4 We could add it to exploding rolls as well, to make it consistent: // First roll was `1`, we explode that and roll again and get a `4`
1d10!i=1: [1!, -4] = -3 |
Yeah, more a reroll and adding a negative modifier. :) And it should be possible to have both of those requests in 1 roll. As it may either explode and add one die, or be a reroll that subtracts the next roll. :D |
@Tillerz I've built the functionality to set the maximum amount of times that an explode or re-roll modifier will do so, but I'm having difficulties deciding on a sensible notation format for it, as there is a similar change requestion on those modifiers in #205. I've created a discussion #224 where I'm hoping that I can get some feedback from draco963 and yourself, to try and come up with a good solution. |
Cyberpunk RED uses for skill rolls: stat + skill + 1d10
Suggestion 1: add a limiter to the existing exploding dice, example: 1d10!1=10 to explode once on rolls of 10.
Suggestion 2: add imploding dice: 1d10!1i=1 to implode once on rolls of 1.
Note in example 3 that the imploding 1 is not being subtracted but added as usual (so 7+1-1 = 7)
The text was updated successfully, but these errors were encountered: