You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
It would be exceptionally useful if attack/damage macros would roll not only base but Advantage/Disadvantage for attacks and Base Damage and Critical Damage for hits.
Currently in Simple5e the only way to provide "Advantage" or "Disadvantage" is to click the attack roll twice which isn't so bad but could be simplified by having the generated macro roll 1d20 2 times, determine which is lower/higher, set Base, Adv, Dis and then add bonuses such as you'd see:
Such and Such attacked with her BattleAxe! (16) (Adv: 18, Dis: 16)
WORSE, rolling critical damage cannot be done within the 5e Framework without "outside" dice rolls. Because critical damage is rolled BEFORE applying bonuses, you can't simply click the "Damage" macro twice. Instead, you must click the damage macro to get the first roll + bonus and then go to an outside die roll for the critical damage.
Having the damage macro roll both Base and Critical Damage would be exceptionally helpful such as:
Such and Such deals 7 slashing damage with her BattleAxe! (Crit: 15)
(NOTE: Critical gets a bit weird since there are a bunch of supported ways of handling criticals. For imcMonsterCreator I opted to go for a route that allowed the end user to modify a property with a formula for calculating critical hits: So if the property says "%{dice1}+%{dice2}+%{add}" then it's damage dice + damage dice + bonus, vs a property that reads "2*%{dice1} + %{add}" which would be 2x the first damage dice rolled + bonus damage.
Conversely, for Simple5e I think it would be appropriate just to implement the base critical formula (dice + dice + bonus) and let the end-user modify that as needed within the generated macros...)
Again, given the concept of Simple5e it's possible that the answer here is "double rolling attacks is the intent for advantage/disadvantage and for critical, just mouse over the output number, and do what you will with it since it shows the formula and dice rolls..."
The text was updated successfully, but these errors were encountered:
Advantage/disadvantage is pretty easily solved with double-clicking, as you say. I like your idea of going the bobifle route - a checkbox during action creation to have a second die roll displayed for attack rolls could be a great, easy solution. I'll try to add that!
Critical Hits
Criticals have been a longer-standing issue, since the dice rolls for damage may be very complex and writing a function to reliably parse and properly double only the dice is a problem I simply haven't tackled.
The main sticking point is that I want the resulting action code to be easy to tinker with for beginners; if people start adding extra damage dice and such in the other areas of the action (such as a third damage type in the additional effects dialog), the critical code quickly becomes inaccurate and hard to correct for that action.
If you have some 5e critical code that you think could be embedded properly, I'm open to taking a look - though at the moment I admit I'm leaning towards letting people handle rolling those extra dice manually.
One solution I could imagine is that I construct the critical roll at the same time as I construct the regular roll, and then it simply provides critical damage. Illydth's Longsword deals 8 damage (13 on a critical hit)!
I would of course make that optional, since I know my players prefer rolling the dice manually - but it could display the code in that case: Illydth's Longsword deals 8 damage (+1d8 on a critical hit)!
I would probably give a 3 way option; Display nothing, display crit damage code, display critical damage.
It would be exceptionally useful if attack/damage macros would roll not only base but Advantage/Disadvantage for attacks and Base Damage and Critical Damage for hits.
Currently in Simple5e the only way to provide "Advantage" or "Disadvantage" is to click the attack roll twice which isn't so bad but could be simplified by having the generated macro roll 1d20 2 times, determine which is lower/higher, set Base, Adv, Dis and then add bonuses such as you'd see:
Such and Such attacked with her BattleAxe! (16) (Adv: 18, Dis: 16)
WORSE, rolling critical damage cannot be done within the 5e Framework without "outside" dice rolls. Because critical damage is rolled BEFORE applying bonuses, you can't simply click the "Damage" macro twice. Instead, you must click the damage macro to get the first roll + bonus and then go to an outside die roll for the critical damage.
Having the damage macro roll both Base and Critical Damage would be exceptionally helpful such as:
Such and Such deals 7 slashing damage with her BattleAxe! (Crit: 15)
(NOTE: Critical gets a bit weird since there are a bunch of supported ways of handling criticals. For imcMonsterCreator I opted to go for a route that allowed the end user to modify a property with a formula for calculating critical hits: So if the property says "%{dice1}+%{dice2}+%{add}" then it's damage dice + damage dice + bonus, vs a property that reads "2*%{dice1} + %{add}" which would be 2x the first damage dice rolled + bonus damage.
Conversely, for Simple5e I think it would be appropriate just to implement the base critical formula (dice + dice + bonus) and let the end-user modify that as needed within the generated macros...)
Again, given the concept of Simple5e it's possible that the answer here is "double rolling attacks is the intent for advantage/disadvantage and for critical, just mouse over the output number, and do what you will with it since it shows the formula and dice rolls..."
The text was updated successfully, but these errors were encountered: