This post has potentially manipulated dice roll results.
In case anyone watches for news here, the roller plugin in the editor has been updated! You should now see three tabs on top: Basic, Combat, and Ability scores. The Basic tab is the roller you know and love, but simplified a bit. Here are the changes:
On the Basic tab, Advantage/Disadvantage has been rolled into Drop Lowest/Drop Highest. Since these options could not be selected at the same time anyway, it didn't make sense to have two different drop-downs for them.
The Add to result field no longer needs a + in front of it. Previously, putting something like a "4" in Add to result made you roll a 204-sided die, which probably wasn't what you wanted. Now the + is automatically added in for you, unless you type in a negative number. If you don't have anything to add, you can leave the box blank.
Other modifier fields, such as Attack modifier and Damage modifier on the Combat tab, work the same way -- putting a + in there isn't needed.
The Combat tab helps you streamline your combat rolls. Enter your attack modifier, whether you have Advantage/Disadvantage, your damage dice, and your damage modifier and hit roll. It will perform an attack roll and roll either normal damage or critical damage depending on whether or not the attack was a critical. At this time, it does not support things like Great Weapon Fighting (lets you reroll 1's and 2's) or Improved/Superior Critical (so that 19's or 18's also crit).
The Attack modifier field is the bonus or penalty to your attack roll. For example, if you roll 1d20 + 4, you'd enter in "4" for this field.
The Advantage? dropdown should be self-explanatory
Damage dice includes not only the base weapon damage, but any additional damage dice such as from a Frost Brand or abilities such as Sneak Attack and Divine Smite. For example, if you hit with a Frost Brand longsword that you are holding with two hands, and you expend a 1st-level spell slot to activate Divine Smite, you would enter "1d10+1d6+2d8" here. Do not add your Strength modifier or any static numbers to this field, as this field is rolled twice when you score a critical hit (and critical hits do not double static modifiers).
Damage modifier is for any static bonuses to your damage, such as your Strength modifier.
Doing all of that will look like the following: Attack: 20 Damage: 19
The Ability scores tab lets you roll a set of ability scores. It can roll between 6 and 8 scores (in case you are playing with the optional Sanity or Honor scores). It rolls 4d6, dropping the lowest result for each score. Optionally, you can have it re-roll any 1's that come up, as that is a popular house rule that some tables use. Doing it looks like the following: Ability scores: 161417121214
The hover text on the damage rolls is slightly inaccurate (bug was already fixed, awaiting deployment). The final result is accurate, so what is displayed is the actual damage, even though the numbers in the hover text don't quite add up to that. The issue was that the expression 2{2d8}.expand() (or whatever is inside of the 2{}) displays the last set of dice twice instead of each set. If you remove .expand(), it shows each result properly but you only see the value of 2d8 rather than each individual d8 rolled.
New tooltips are live! Check them out in the OP, or make your own rolls below. Please note that the tooltips will not change for previously-made rolls, only for new rolls moving forwards.
I'm working on a guide update for the new editor popup UI, and will have that ready sometime this week.
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To hit 9
Dmg 2
In case anyone watches for news here, the roller plugin in the editor has been updated! You should now see three tabs on top: Basic, Combat, and Ability scores. The Basic tab is the roller you know and love, but simplified a bit. Here are the changes:
The Combat tab helps you streamline your combat rolls. Enter your attack modifier, whether you have Advantage/Disadvantage, your damage dice, and your damage modifier and hit roll. It will perform an attack roll and roll either normal damage or critical damage depending on whether or not the attack was a critical. At this time, it does not support things like Great Weapon Fighting (lets you reroll 1's and 2's) or Improved/Superior Critical (so that 19's or 18's also crit).
The Ability scores tab lets you roll a set of ability scores. It can roll between 6 and 8 scores (in case you are playing with the optional Sanity or Honor scores). It rolls 4d6, dropping the lowest result for each score. Optionally, you can have it re-roll any 1's that come up, as that is a popular house rule that some tables use. Doing it looks like the following: Ability scores: 16 14 17 12 12 14
Attack: 26 Damage: 18
Attack: 26 Damage: 16
Attack: 26 Damage: 12
Attack: 26 Damage: 17
Attack: 26 Damage: 11
Attack: 26 Damage: 16
Attack: 26 Damage: 11
Attack: 26 Damage: 12
Attack: 26 Damage: 21
Attack: 26 Damage: 21
I tampered with the attack rolls so I could see what was wrong with the damage rolls.
Attack: 26 Damage: 19
Attack: 26 Damage: 17
Attack: 26 Damage: 9
Attack: 26 Damage: 22
Attack: 26 Damage: 22
Attack: 26 Damage: 18
Attack: 26 Damage: 18
Attack: 26 Damage: 20
Attack: 26 Damage: 13
Attack: 26 Damage: 23
"Any society that would give up a little liberty to gain a little security will deserve neither and lose both" -- allegedly Benjamin Franklin
Tooltips (Help/aid)
The hover text on the damage rolls is slightly inaccurate (bug was already fixed, awaiting deployment). The final result is accurate, so what is displayed is the actual damage, even though the numbers in the hover text don't quite add up to that. The issue was that the expression 2{2d8}.expand() (or whatever is inside of the 2{}) displays the last set of dice twice instead of each set. If you remove .expand(), it shows each result properly but you only see the value of 2d8 rather than each individual d8 rolled.
Attack: 22 Damage: 3
Attack: 8 Damage: 3
Attack: 15 Damage: 8
With the new dice roller screen, I find that the damage modifier is not calculated.
16
6 1
9
5 5
21
10 3
7
4 5
15
7 2
Felix Windfall(Human-V Lv.7 Rogue) killed in ToA, Vallan Houndstrider (Halfling Ghostwise Lv.1 Fighter) in DiA[Maul: 12 Damage: 9]
[Maul: 24 Damage: 8]
[Maul: 9 Damage: 8]
[Maul: 18 Damage: 7]
[Maul: 20 Damage: 10]
[Maul: 10 Damage: 14]
[Maul: 16 Damage: 13]
[Maul: 16 Damage: 11]
[Maul: 21 Damage: 10]
[Maul: 13 Damage: 8]
[Maul: 10 Damage: 13]
[Maul: 17 Damage: 7]
[Longsword +1: 25 Damage: 20]
[Longsword +1: 26 Damage: 15]
[Longsword +1: 26 Damage: 20]
[Longsword +1: 26 Damage: 13]
[Longsword +1: 28 Damage: 26]
[Longsword +1: 24 Damage: 14]
[Longsword +1: 16 Damage: 12]
[Longsword +1: 26 Damage: 12]
[Longsword +1: 22 Damage: 18]
Skameros - Bugbear Barbarian - Out of the Abyss - By Kerrec
Follow your Arrow where it Points - Tabaxi Monk - Baldur's Gate: Descent Into Avernus (by Pokepaladdy)
Citron Pumpkinfoam - Fairy Monk - Project Point: Team Longsword
(Ability scores: 13 10 12 7 15 11)
Ability scores: 10 13 9 7 11 13
Ability scores: 14 13 15 12 10 10
Ability scores: 8 11 11 14 13 8
Ability scores: 10 12 9 13 11 8
Attack: 13 Damage: 5
Ability scores: 9 9 13 9 12 11
Storm King's Thunder - Ink, Elven Bladesinging Wizard
Core City: APbPA - Ormond, Human Twilight Cleric
The Inferno - BG:Dia - DM
They keep me rollin'
Attack: 19 Damage: 5
PbP: Curse of Strahd: In the Shadow of Ravenloft - Byllemura Ziasebek, Tiefling Sorceress (4)
Attack: 16 Damage: 2
Attack: 8 Damage: 4
Attack: 16 Damage: 5
4
Felix Windfall(Human-V Lv.7 Rogue) killed in ToA, Vallan Houndstrider (Halfling Ghostwise Lv.1 Fighter) in DiA39
6
13
PbP Characters
Valrish (Dragonborn // Barbarian 6) - Out of the Abyss - play by post
PbP DMing
SPANISH - Storm King's Thunder
19
Attack: 9 Damage: 6
Perception: 12
New tooltips are live! Check them out in the OP, or make your own rolls below. Please note that the tooltips will not change for previously-made rolls, only for new rolls moving forwards.
I'm working on a guide update for the new editor popup UI, and will have that ready sometime this week.