Open Tillerz opened 3 years ago
The d10 explodes only once on a rolled 10, adding the additional value to the result.
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.
So it would be: !{n}
/ !{n}{cp}
(Where {n}
is the number of times to re-roll, and {cp}
is the optional compare point)
If a 1 is rolled, the value of an additional d10 is being subtracted from the result.
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 1
from the value of each consecutive roll.
What you're suggesting is that the initial roll is added, but consecutive rolls are subtracted.
// implode if it rolls a 1
d10!i=1 = [1!i, 3] = -2
Just an update, I've built the functionality to specify a maximum limit on exploding dice, and that's in the feature/explode-count-limit
branch: https://github.com/GreenImp/rpg-dice-roller/commit/7f8904e1b6f50b9cbcf1742c3bccc458dc485e62
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.
8+1d10!p=1: 8+[1!p, 8] = 17
Penetration adds the additional value, this should be
8+1d10!p=1: 8+[1!p, 8] = 0
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:
8+1d10!p=1: 8+[1!p, 1] = 7
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. i
), to tell it to subtract the value:
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)