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Dicenomicon
After having obtained this program and played around with it a bit, I have reached the following conclusino:
Dicenomic's integrated dice rolling formulas do not accurately calculate successes for Exalted.
I am attempting to use its interface to generate a formula that does it correctly. However, until then, I will be requiring the use of actual dice in my game in order to promote accuracy.
Note that this actually in your favor. Its integrated formulas calculate against player favor.
Dicenomic's integrated dice rolling formulas do not accurately calculate successes for Exalted.
I am attempting to use its interface to generate a formula that does it correctly. However, until then, I will be requiring the use of actual dice in my game in order to promote accuracy.
Note that this actually in your favor. Its integrated formulas calculate against player favor.
How so? I currently have it rolling xd10 counting 10s as 2 successes. What seems to be the issue?
Edit: I use the following formula 10 d10 XX vs1. The XX tells the program to count successes as dice over 7 and 10s as 2 successes.
Edit: I use the following formula 10 d10 XX vs1. The XX tells the program to count successes as dice over 7 and 10s as 2 successes.
Last edited by arete on Thu Jan 15, 2009 9:00 pm, edited 1 time in total.
psn: aretepolitic
Steam: aretepolitic
Steam: aretepolitic
If you put vs1 at the end of the formula it will correctly function. If not it will subtract 1s from the number of successes.
Dicenomicon 2.0 preview
Dicenomicon 2.0 preview
Out there somewhere there is a Tarrasque eating delicious epic corn waiting to start a journey...
The correct formula for combat is as follows:
I will explain
#1 and #2 are both parameters. When creating this formula, double tap the #1. This will bring up another screen that will prompt you for some stuff. Label this one "No of dice" with a default of 1 and leave the Style alone (it should default to >=0). Do the same for #2, but label it "DV".
Here's what the formula does.
"dXX7" is the program's shorthand way of saying "Roll d10s and then compare to target number 7. Count how many are good. Count maximum rolls (10 by default) as +2 instead of +1. Also, subtract any 1's from this total."
The last part, where it subtracts 1s is not how 2nd Ed rolls dice. 1s don't count against you until you don't have any successes. The "vs" modifier makes the formula not count these against you, so long as at least one dice comes up a success. By setting it at "vs 1" we ensure that it never generates an incorrect botch.
We thus roll #1 (your dicepool) d10, and count successes correctly. This is then compared to #2 (the DV). If it is less than the DV, you miss and it prints "Miss". If it is greater than the DV you take %1 (the roll) and then modify it again by dXX7 and vs 1 to correctly calculate the successes, and then subtract the DV. This then prints out how many 'extra' successes you get on the roll, and thus how many extra damage dice you roll. Unfortunately there doesn't seem to be a way to set these modifiers up as a variable. Oh well.
Code: Select all
if #1 dXX7 vs 1 > #2 then
$1XX7 vs 1 - #2
else
"Miss"
end
#1 and #2 are both parameters. When creating this formula, double tap the #1. This will bring up another screen that will prompt you for some stuff. Label this one "No of dice" with a default of 1 and leave the Style alone (it should default to >=0). Do the same for #2, but label it "DV".
Here's what the formula does.
"dXX7" is the program's shorthand way of saying "Roll d10s and then compare to target number 7. Count how many are good. Count maximum rolls (10 by default) as +2 instead of +1. Also, subtract any 1's from this total."
The last part, where it subtracts 1s is not how 2nd Ed rolls dice. 1s don't count against you until you don't have any successes. The "vs" modifier makes the formula not count these against you, so long as at least one dice comes up a success. By setting it at "vs 1" we ensure that it never generates an incorrect botch.
We thus roll #1 (your dicepool) d10, and count successes correctly. This is then compared to #2 (the DV). If it is less than the DV, you miss and it prints "Miss". If it is greater than the DV you take %1 (the roll) and then modify it again by dXX7 and vs 1 to correctly calculate the successes, and then subtract the DV. This then prints out how many 'extra' successes you get on the roll, and thus how many extra damage dice you roll. Unfortunately there doesn't seem to be a way to set these modifiers up as a variable. Oh well.
A slightly updated code that also takes automatic successes into account (for 2nd Excellency goodness):
In this case #3 is defined as the DV, #2 is now 'Automatic Success' and should default to 0.
Code: Select all
if #1 dXX7 vs 1 + #2 > #3 then
$1XX7 vs 1 + #2 - #3
else
"Miss"
end