Sophie's Dice

Sophie's Dice

kindredwolf Jul 10, 2021 @ 6:29pm
Need Help for making Vampire the Masquerade Dice Rules
The "Roll Conditions" don't seem to be complex enough to account for how d10 system counts successes. Here's what I need the roller to do...

Count the number of successes on a variable number of d10 dice with the successes being any number of dice equal to or greater than the assigned difficulty number.

Example: a pool of 6 dice (always d10) with assigned difficulty 7.
Each die rolled equal to or greater than the difficulty is a success.

Further complications... each roll of a 1 is a FAILURE and takes away one SUCCESS. If the number of FAILURES is greater than the number of SUCCESSES it is a BOTCH.

I only want the system to count the number of successes and failures.
I could not care less about the sum total of all the dice.

I would like to be able to just have a variable "pool" or the number of dice.
I would like to be able to just have a variable "dc" for the difficulty.
The system seems too inflexible to handle this. Does anyone have a workaround?
Or can the d10 system be programmed into a patch/update?
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Showing 1-4 of 4 comments
SophieHoulden  [developer] Jul 12, 2021 @ 2:53am 
though a little awkward, this is possible already. I think this should be the roll you are describing:
roll=6d10, check(roll#{>6}-roll#{1}, roll#{1})

To explain; first it defines a result called “roll” as 6d10, this result can be referred to by name in subsequent parts of the expression (separated by a comma).

We then use the check function to compare two numbers, the function will say “pass” if the first number is >= the second number. So the first number we pass is the successes (counting dice in “roll” >6, subtracting the 1s), and the second number is just the count of 1s in “roll”.

The relevant parts of the dice notation documentation are “Count[sophiehoulden.com]”, “Multiple Results[sophiehoulden.com]”, and “Check/Compare Functions[sophiehoulden.com]”.

Also worth noting is that for now, the count (#) condition doesn’t have a “greater-than-or-equal-to” comparison yet, so you will need to specify a number one less than your dc, which is why it is >6 and not >=7 in my example. (I am hoping to fix this in a future update!)

I understand this is perhaps a bit overwhelming but it’s as simple as I think it can be for now. I’m unlikely to make a roll condition for this particular logic in any future update, but a more VtM-friendly function than “check” is definitely something I’ll look into!

Thanks for the feedback, and I hope my example is useful to you :)

Edit: oh and please tell me if I’m misunderstanding the roll logic you want! I haven’t yet read/played any version of VtM other than… bloodlines :p
Last edited by SophieHoulden; Jul 12, 2021 @ 2:57am
kindredwolf Jul 20, 2021 @ 12:56pm 
Thank you! This works well enough. I know this isn't designed for the rule set I'm using, but in a pinch when dice aren't available... this is great.

I would like to see the ability to port user defined variables into functions in the same expression... i.e.

pool=6, dc=7, roll='pool'd10, check(roll#{>'dc'-1}-roll#{1}, roll#{1})

Or something like that. Another neat feature request...

Make changing dice face values on the fly via expressions, target dc being the modifier, with successes changed to a symbol or phrase, and failures to another, or meets yet another.

Thank you for all your hard work, this is an amazing program. :)
The Former Aug 7, 2021 @ 9:23am 
By the way, this is quite delayed but if you really want to get fancy, throw "!10" at the end of the roll. This will cause 10's to explode, which I believe is a part of the World of Darkness mechanic, at least if you're talking nWoD. I've never played original flavor VtM so I'm not sure if it's the same.

So I BELIEVE in Sophie's example, it would look like...

roll=6d10!10, check(roll#{>6}-roll#{1}, roll#{1})

You can change that to 9 or 8 when 9-again or 8-again rules are in effect.
Last edited by The Former; Aug 7, 2021 @ 12:12pm
kindredwolf Sep 6, 2021 @ 10:49am 
Nice, thank you. I'm playing older rules set with Dark Ages setting, but still useful. We haven't been using exploding 10's, but instead been adding an extra die where specialties apply.
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