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L5R roll and keep system style #71
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Is there any system that explodes and keep, like L5R, in which the rerolled exploded dice isn't added to the keep pool for "free"? I found really strange when I tried "5d10!k3" and it rolled 6 dice to keep 3, not adding the 6th roll. The rerolled dice shouldn't count towards the keep limit. Unless such a weird system exist somewhere, I would file this as a bug. |
I don't quite follow. Can you draw a step by step example for this? |
Sure. Consider six dice with exploding 10s, keep best 3. You roll, a 4, a 10+6, 7, 9, 10+2, 8 Currently, this returns: [4], 10, [7], 9, 10, [8], 6, 2 = 37. |
Or, alternatively, [4], 10+6, [7] , 9, 10+2, [8] = 37? |
Related unit test modifications:
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Is there a way that we can roll some X number of d 10s; keep the best Y of them; and have explosions added to the roll that exploded them? At this time 3d10k2! could return
5(X) - 8 -10 - 2(X) - 7 ; when we would like it to keep the 2 and never roll the seven.
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