phpBB dice rolling tools
Moderator: B4UTRUST
#1 phpBB dice rolling tools
A while ago, I installed a dice rolling mod to my board, and one of my fellow admins managed to modify it in such a way to allow for some non-standard dice rolling mechanics.
A demonstration of the dice can be found here.
Out of curiousity, would it be possible to add this mod to the board, and to have it customized to handle various odd rolling mechanics such as Shadowrun, WEG D6, Silhouette, and so on?
If so, it could make RPG play on the board more interesting, maybe even run faster since players wouldn't need time for the GM to process rolls as much.
A demonstration of the dice can be found here.
Out of curiousity, would it be possible to add this mod to the board, and to have it customized to handle various odd rolling mechanics such as Shadowrun, WEG D6, Silhouette, and so on?
If so, it could make RPG play on the board more interesting, maybe even run faster since players wouldn't need time for the GM to process rolls as much.
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#2
I approve of this.
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#3
Yeah, if he can get me that code, I'll see about installing it at the same time I do the next security update, which should be soon. If not, I'll put it on my to-do list to make one of my own, which given my laziness, will probably take a little while.
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#5
I got it, not as pretty as would be nice, but it works.
You want to do something like this:
That will show up as:
If you hit quote on that user's post, you should be able to see the thing there to ensure it was as it was supposed to be.
edit: Also, it seems possible to keep editing the post until you get a roll you like, but evidence of this will be the last edited by whomever edited x times in total, so I'm not concerned about cheating at all.
You want to do something like this:
Code: Select all
Invalid dice code!
If you hit quote on that user's post, you should be able to see the thing there to ensure it was as it was supposed to be.
edit: Also, it seems possible to keep editing the post until you get a roll you like, but evidence of this will be the last edited by whomever edited x times in total, so I'm not concerned about cheating at all.
Last edited by Destructionator XV on Sun Jan 07, 2007 8:36 pm, edited 1 time in total.
#7
A small warning:
When using this, enforce a strict no-editing policy with posts, as players can abuse the edit system to re-roll until they get the result they want. Also, the results you get in a preview are not the results you will ultimately get (though they will allow you to make sure that your code is put in right).
When using this, enforce a strict no-editing policy with posts, as players can abuse the edit system to re-roll until they get the result they want. Also, the results you get in a preview are not the results you will ultimately get (though they will allow you to make sure that your code is put in right).
- frigidmagi
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#8
Okay let me try...
Rock on!
Rock on!
"it takes two sides to end a war but only one to start one. And those who do not have swords may still die upon them." Tolken
#9
Edit: Excellent. And the original roll was 13; this edit will test whether the roll changes without me changing the code, or if one has to re-enter the code to get a different result.
Last edited by Rogue 9 on Mon Jan 08, 2007 6:26 am, edited 1 time in total.
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#10
Keep in mind, when it says "fixed", that means that you've entered the seed, which can lead to a predictable result. This is why edits shouldn't be allowed, as it can lead to the possibility of cheating. Fixed results can lead to people always rolling exactly what they want. Editing by deleting the seeds and re-rolling can allow for re-rolling until you get the result you want. Ergo, if edits absolutely need to be made to the post, it would probably be best to add them in a post after you do your rolls, or roll in a seperate post altogether.
#11
An example of use in game:
A Fighter with BAB of 10, a +3 Longsword, +3 from strength, and a +2 from specialization, and +2 to damage.
Roll to hit:
And in the same post, damage if you hit
If the GM includes AC and hitpoints for the badguys, the players could do the busywork of combat, allowing the GM to focus more on plot and such. Note that the dice code only accepts one equation, so add up all bonuses and penalties outside the code, just including the one modifier for the roll.
With SilCore, things get a little trickier, since combat includes opposed rolls, but the players could simply roll for attack and defense in order to speed things up. Again, the GM would have to post basic stats for the bad guys, including AGI, PER, combat skills, STA+Armor, and of course Manuever and Armor of Vehicles.
An example would be as follows:
Player is using a submachine gun at the weapon's medium range (-1) while walking back into a building for cover (-1). His weapon has a laser sight (+1 at short to medium range) and has an Agility of +1 and a Small Arms of 2. Total is 2ds straight roll
The target is stationary (-1 defense) but is behind light cover (+1), has an Agility of +1 and a Defense of 2. Total is 2ds+1
Attack
Defense
Since damage is determined by how much the attack roll beats the defense roll, the player can look at the Margin of Success and determine how much damage was done. In this case, the SMG has a DM of 18, which would be multiplied by whatever the MoS was, plus any burst fire if that had been the type of attack made. Remember that ties go to the defender, and burst fire bonuses aren't added until after you have at least MoS 1.
Alternatively, GMs could simply wait until all actions have been called, then roll for every player and NPC all at once in one post.
A Fighter with BAB of 10, a +3 Longsword, +3 from strength, and a +2 from specialization, and +2 to damage.
Roll to hit:
And in the same post, damage if you hit
If the GM includes AC and hitpoints for the badguys, the players could do the busywork of combat, allowing the GM to focus more on plot and such. Note that the dice code only accepts one equation, so add up all bonuses and penalties outside the code, just including the one modifier for the roll.
With SilCore, things get a little trickier, since combat includes opposed rolls, but the players could simply roll for attack and defense in order to speed things up. Again, the GM would have to post basic stats for the bad guys, including AGI, PER, combat skills, STA+Armor, and of course Manuever and Armor of Vehicles.
An example would be as follows:
Player is using a submachine gun at the weapon's medium range (-1) while walking back into a building for cover (-1). His weapon has a laser sight (+1 at short to medium range) and has an Agility of +1 and a Small Arms of 2. Total is 2ds straight roll
The target is stationary (-1 defense) but is behind light cover (+1), has an Agility of +1 and a Defense of 2. Total is 2ds+1
Attack
Defense
Since damage is determined by how much the attack roll beats the defense roll, the player can look at the Margin of Success and determine how much damage was done. In this case, the SMG has a DM of 18, which would be multiplied by whatever the MoS was, plus any burst fire if that had been the type of attack made. Remember that ties go to the defender, and burst fire bonuses aren't added until after you have at least MoS 1.
Alternatively, GMs could simply wait until all actions have been called, then roll for every player and NPC all at once in one post.
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#13
sweet, so d100's work to...
time for Megadice calculations...
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"Then again, Detective....how often have you dreamed of hearing your father's voice once more? Of feeling your mother's touch?" - Ra's Al Ghul
"According to the Bible, IHVH created the Universe in six days....he obviously didn't know what he was doing." - Darek Steele bani Order of Hermes.
DS's Golden Rule: I am not a bigot, I hate everyone equally. | corollary: Some are more equal than others.