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exalted system logic roll - possible api enhancement

exalted system logic roll - possible api enhancement

I had a similar request a few years ago, #22. From that, success pools were implemented, but the double 10 wasn't, as it seemed a bit tricky to do. The library has advanced a lot since, so it should be easier to do now.

I've been trying to find some good information on the Exalted rules around the "10 counts as double", to see if it could also apply to other dice rolls, but it's proven difficult to find much. I have seen hints that it can sometimes apply to 7, 8, and 9 as well. Do you have any references that you could link to / share with me?

What I'm trying to figure out is what exact functionality is required. My current thoughts are that it should allow a compare point to be specified, so it's not restricted to the number 10 (Or max value of the die). I'm not sure if it should allow specifying the value to increase by, or whether it should always be double.

A generic "adjust" (Or similar name) modifier Not sure of a good syntax for this, so this wouldn't be final. Maybe something like adj{cp}:{operation}, where the operation is the equation to change the value by.

Yeah, you are right, I did not want to overwhelm the suggestion with all available options of Exalted rules and other similar systems and rules expansions. There are systems (like we used) which use only basic rules and do not implement anything "extended. Like in my case double for 10's is just what I need.

Extensions (for some Exalted-clone systems) Lucky numbers: (for example 7) might count as double too, like if it was 10. Or like you pointed above (double everything above 7) To not be so easy, the sucssess multiplier might be more than *2, it might be *3, *4 etc. Another "tricky" point is - if lucky number is BELOW TN, it does not count at all. (So if you roll 3D10 against TN 8 and have lucky number 7(*3), it does not matter. As in this case - 7 is bellow TN, it is allwayz fail and you get 0 from it).

I think optimal solution to cover all possibilities is just above. Allow to specify "dataset" of how to multiply each result. But it is long and might be confusing :( and in extreme case it may end like this: :P 10d10>5{1mul-3;2mul-2;3mul-1;4mul-1;7mul3;10mul2} Which should result as rolls: 1 = -3 2 = -2 3,4 = -1 5 = 0 6,8,9 = +1 7 = +3 10 = +2

Or just stick with very basics (which should cover most of cases, in system used by me all of them) - double for top roll (6 for d6, 10 for d10), and consider add option to deduct -1 for 1 roll (fail) 5d10>5d 10=double sucs 5d10>5f 1 =fail (-1) sucs 5d10>5df (both above apply 10 for double, 1 for fail-1)

I'm thinking of changing the notation output for success / failure modifiers, so instead of * for success, and _ for failure, it would be +, and -. That way, the notation for the multiplication modifier could be something like *2. e.g.:

die roll stats

die roll stats

I have often wondered the statistical differences between 2d6 and 3d4. They both have a maximum of 12, but both the minimums and the averages are higher with 3d4. This is especially applicable for character generation. As a DM/GM/super-powerful narrator, I decide how the characters get to roll up their attributes. Do they use 3d6 like 2nd edition, or perhaps 4d6, dropping the lowest? My old method even let you reroll ones and that left you with an even higher average with more of a tendency of higher numbers.

I wrote this analyzer so you can see the differences between whatever type of rolling method you pick. I don't suggest you use a high number of dice, otherwise it will take significantly longer to generate statistics. My machine bombs out at about 10 dice.

Sample rolls for character generation: 3d6, 4d4 + 2, 6d3, 4d6, drop lowest, 4d6, reroll 1s, drop lowest (really it rolls 4d5 and adds 1, but that's effectively the same), 3d6, drop the highest (penalty of some sort).

Feel free to try out your own die rolling strings, like "5d4 + 3" or "6d8". The "d" must be lowercase. To drop the lowest x dice, use an uppercase D, like "4d6D1" means to roll 4d6 and drop the lowest 1 die. To drop the highest x dice, use an uppercase P, like "4d6P1" means to roll 4d6 and drop the highest 1 die roll.

I have also been contacted about making some stats that would be useful for Legend of the Five Rings (L5R). In there, you have a stat and a skill. when you roll against that, you keep a number of 10-sided dice equal to your stat. You can also "roll up" by rolling again when you roll a ten and adding the new roll to the ten. You can continue rolling up as long as you keep rolling tens.

I wrote up a small c program to only do the rolling of 1-10 10 sided dice and keeping just the highest digit, then averaging the rolls. Let me know if you would like alternate die roll stats and I will see what I can do to help out.

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