This adds another way to handle explosions of critical rolls, and is hopefully clean enough to be feasible. I've overridden the roll() function on our custom cyberpunkredDie class to add a canExplode property, which defaults to true, and updated the explode and invertExplode functions to set that property to false on the new result when a roll explodes. Note that this effectively disables infinite explosions, which isn't ideal but in my opinion I think is acceptable since the intent of the Die is to implement the Core Rules, and infinite critical explosions aren't part of the core rules.
I've also tested with Dice So Nice and everything seems to work as intended.
This adds another way to handle explosions of critical rolls, and is hopefully clean enough to be feasible. I've overridden the
roll()
function on our customcyberpunkredDie
class to add acanExplode
property, which defaults to true, and updated theexplode
andinvertExplode
functions to set that property to false on the new result when a roll explodes. Note that this effectively disables infinite explosions, which isn't ideal but in my opinion I think is acceptable since the intent of the Die is to implement the Core Rules, and infinite critical explosions aren't part of the core rules.I've also tested with Dice So Nice and everything seems to work as intended.