Help: How to check for "botching" a Deadlands style roll?

Simulated dice for role playing games
Post Reply
The Ordeal
Posts: 1
Joined: Thu Jun 21, 2012 8:22 pm
IQ Test: Orange

Help: How to check for "botching" a Deadlands style roll?

Post by The Ordeal » Thu Jun 21, 2012 8:32 pm

Ok, so the way I roll a skill check for Deadlands is:

4d+6H1 (roll d6, reroll 6's, keep the highest single die)

What I want to do is figure out how to check if more than half of the dice rolled =1, and if so return, "Bust!"

The issue I have when trying to work out the logic is that the roll itself returns a reduced final single die when I need to check the individual dice rolled.

So the logic in my head says take the 4 dice, roll them seperately (but still exploding) and use @ to store each value.

Then check each value for =1, if more than half (or I could just state plainly 3) of the dice are =1, then return "Bust!"

If not, check the four stored values and only return the highest one.

Anyone want to throw me a little help on this one? I'd sure appreciate it, I'm running a game tomorrow night and I've converted half of the gaming group to Dicenomicon...

It's hard to check for "botch" manually with the way it darkens all of the other dice when you use H to return the highest die makes it very hard to see.

Posts: 109
Joined: Mon Sep 15, 2008 12:55 pm

Re: Help: How to check for "botching" a Deadlands style roll

Post by Tektat04 » Fri Jun 22, 2012 9:11 pm

You are on the right track. Here is the code for what you want to do.

@1 ← 4 d+6 @ . if count1( @1 ) > 2 then “Bust!” else high1( @1 ) end

Post Reply