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Problem with exploding kept dice #23
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The order of the ops matter. They are evaluated left-to-right. How about "/r 2d6k1!"? |
Ah, cool, hadn't thought of order of operations. There's still a potential quirk there, though: If |
I tried this and and doesn't seem to work as in your example. For mine, it rolled 2, exploded the 6, then kept the two best of ALL the rolls (I would expect it to keep just the 6, then explode it, giving a total of 7 and killing the 5) - here's the exact output: In your posted example it behaves how I expected. Was there some change made? |
Sorry, missed your question. |
Okay, I see what's going on there. Here's an example. I'm checking "2d6k1!" in a unit test that always rolls 6, 5 and 2 for me.
Placing the explosion directly after exployee seemed logical at the time. |
Fixed. Explosions are placed at the end now, which seems to be the expected behaviour. |
Ah I see - thanks for taking the time to look into this for me.
Best regards,
Rick
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Reverted this per #71 but added italics to differentiate the explosion from the original face. |
Combining exploding dice and kept dice doesn't work the way I would expect. Extra dice rolled as a result of explosion aren't added to the "parent" die, but counted as separate keepable dice. e.g. if I do 2d6!k1, and one die rolls a 6 and explodes with a 4, I'd expect the final result to be 10, but instead it's 6.
I don't know if there are any systems that use that specific combination of mechanics, but I discovered the issue while I was trying to make Savage Worlds rolls work. :)
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