So here's more or less what you'd need for the syntax for a dicebot:

X [dec] [tX] [aX] [XsY] [[X]dY] [[X]rY] [XcY] [rnon[X]] [nX] [trips] [insp [und]]

tX - target number X
dec - decisive damage (doesn't have double 10s)
aX - convert X dice directly into successes
XsY - add up to X of Y number to the result pool
XdY - for up to X dice, double Y; X defaults to infinite
XrY - for up to X dice, recur Y; X defaults to infinite
XcY - convert X non-successes into Y, starting from 1 up
rnonX - reroll non-successes up to X times (or 1 time default)
nX - convert up to X double successes to single successes
trips - apply the three of a kind rule from First Movement of the Demiurge
insp - apply the extra dice for three successes rule of Divine Inspiration of Craft
und - apply the extra extra dice for three successes rule of Holistic Miracle Understanding

The output would need to include at a minimum (for interaction with other Charm effects):
- the final dice pool
- the number of successes
- the number of successes with non-decisive double 10s but without charm doubles
- the total count of each number before rerolls
- the total count of each number having come up any time during the rolling
- the total count of doubled numbers having come up any time during rolling
Did a dicebot kill the developers parents or something?
 
So here's more or less what you'd need for the syntax for a dicebot:

X [dec] [tX] [aX] [XsY] [[X]dY] [[X]rY] [XcY] [rnon[X]] [nX] [trips] [insp [und]]

tX - target number X
dec - decisive damage (doesn't have double 10s)
aX - convert X dice directly into successes
XsY - add up to X of Y number to the result pool
XdY - for up to X dice, double Y; X defaults to infinite
XrY - for up to X dice, recur Y; X defaults to infinite
XcY - convert X non-successes into Y, starting from 1 up
rnonX - reroll non-successes up to X times (or 1 time default)
nX - convert up to X double successes to single successes
trips - apply the three of a kind rule from First Movement of the Demiurge
insp - apply the extra dice for three successes rule of Divine Inspiration of Craft
und - apply the extra extra dice for three successes rule of Holistic Miracle Understanding

The output would need to include at a minimum (for interaction with other Charm effects):
- the final dice pool
- the number of successes
- the number of successes with non-decisive double 10s but without charm doubles
- the total count of each number before rerolls
- the total count of each number having come up any time during the rolling
- the total count of doubled numbers having come up any time during rolling

Note that I'm probably missing at least some dice bullshit here.

Ye gods. I can't even get my players to play Legends of the Wulin and this makes that look like d02. Did someone on the Dev team read ManWhat? and decide it needed to be made official?
 
Seriously? That seems borked.
Yep.
2nd Excellency has a clause specifically saying it counts toward the dice cap. The same page (185, for anyone curious) has this line near the top, in the section on dice caps:
Charms that add automatic successes or remove penalties do not count as increases to a dice pool unless otherwise stated.
So... Yeah.

FYI, totally houseruling that away for my game. I'll consider charms for cap-busting on a case-by-case basis.
 
You forgot cascading rerolls!
All the things I found for rerolls are cascading by default, except for that one "reroll all non-successes once" Charm in Craft, which is what rnon is for. Please point me at any other non-cascading rerolls, though.

Edit: Durr, put in recur when I mean to put in recur and reroll as two lines. The request above still stands, though!
 
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Unbounded accuracy is one of the things that really broke the game system in 2e, with the other being lethality (unbounded accuracy contributed).

I always house ruled that "No combination of modifiers, regardless of source, may ever more than double your base dice pool with bonuses success counting as two dice."
 
All the things I found for rerolls are cascading by default, except for that one "reroll all non-successes once" Charm in Craft, which is what rnon is for. Please point me at any other non-cascading rerolls, though.

Edit: Durr, put in recur when I mean to put in recur and reroll as two lines. The request above still stands, though!
No no, I mean "cascading rerolls," the system term! :p

They show up in a few places, the most clear writeup of which is in Awakening Eye in Awareness.
Awakening Eye said:
This Charm supplements a Join Battle roll with a free full (Perception + Awareness) Excellency, and by creating a cascading reroll of 10s. For every 10
rolled, reroll one non-success. Non-successes which reroll 10s provoke more rerolls until a 10 fails to appear in the result. In addition, mark down how many non-successes became successes during the reroll process; every rerolled success adds one to a pool of automatic successes the Solar may use to detect hidden opponents until combat ends.
 
Unbounded accuracy is one of the things that really broke the game system in 2e, with the other being lethality (unbounded accuracy contributed).

I always house ruled that "No combination of modifiers, regardless of source, may ever more than double your base dice pool with bonuses success counting as two dice."
By "base dice pool" do you mean "Attribute + Ability", or "Attribute + Ability + Specialty", or something else?
Because in the first case, my current character just has to spend 4m to activate Panoptic Fusion Discipline and she's set for the scene (outside of flurries) on offense. In the second case, I have 6 dice to play with.
(Dexterity 5, Melee 5, Swords +3, Accuracy +4, Aim +3)

I can understand the intent, but it seriously limits one of the primary offensive expenditures (in my experience), which leaves more motes for defense, which can lead to long, drawn-out (and thus less interesting) combat (again, in my experience).
 
No no, I mean "cascading rerolls," the system term! :p

They show up in a few places, the most clear writeup of which is in Awakening Eye in Awareness.

Wait, so... man, what?

For every 10, you reroll a non-success, and then for every 10 rolled by the non-success you roll again...

...as distinct from other Charms that have "reroll 10s until there are no 10s" (like in Craft).

So it's actually two separate kinds of reroll mechanic.
 
Wait, so... man, what?

For every 10, you reroll a non-success, and then for every 10 rolled by the non-success you roll again...

...as distinct from other Charms that have "reroll 10s until there are no 10s" (like in Craft).

So it's actually two separate kinds of reroll mechanic.

... yeah, I'm thinking the "a dicebot murdered hatewheel's parents" hypothesis is looking increasingly likely.
 
Wait, so... man, what?

For every 10, you reroll a non-success, and then for every 10 rolled by the non-success you roll again...

...as distinct from other Charms that have "reroll 10s until there are no 10s" (like in Craft).

So it's actually two separate kinds of reroll mechanic.
It's not always 10s, either! The other usages are (Essence non-successes not rerolled by Sensory Acuity Prana) and (Dice added from Familiar-Honing Instruction). Oh, and for those it's just successes you get on the rerolls that cascade, for added weird shit.
 
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Man what

I just

I can't even
Material Exegesis Prana has a specific extra effect if you roll exactly three sixes on its activation roll.

Seriously, why on earth would they think this shit is a good idea? How do obfuscated and idiosyncratic dice mechanics everywhere make the game better?

Hell, Cthulhutech had less annoying dice mechanics. They may have had bizarre-ass probability curves, but they were at least relatively easy to process and remember.
 
What's the reaction from Onyx Path been regarding the leak? From what I gather by reading the forum, they just went "ok guys please don't talk about it", which doesn't make much sense to me. Anyone knows something more about it?
 
Unbounded accuracy is one of the things that really broke the game system in 2e, with the other being lethality (unbounded accuracy contributed).

I always house ruled that "No combination of modifiers, regardless of source, may ever more than double your base dice pool with bonuses success counting as two dice."

I've not played it out yet, but I *will* say I suspect the combat system in 3e will help a lot with lethality.

EDIT: And yeah, I suspect that there's a desire to try and avoid dice analysis by players.

Which is futile - the people they're wanting to *not* do so are quite willing to put in the extra effort to... you know... analyze anyway.

Better to keep the thing simple - among other reasons, it allows fewer opportunities for combinations that end up breaking the system.

Ditto for charm trees (*ahem*craft*ahem*), actually.
 
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So here's more or less what you'd need for the syntax for a dicebot:

X [dec] [tX] [Xa] [XsY] [[X]dY] [[X]rY] [[X]cY] [Xa[n]] [[X]eY] [XvY] [rnon[X]] [nX] [trips] [insp [und]]

tX - target number X
dec - decisive damage (doesn't have double 10s)
Xa - convert X dice directly into successes
XsY - add up to X of Y number to the result pool
[X]dY - for up to X dice, double Y; X defaults to infinite
[X]rY - for up to X dice, reroll Y; X defaults to infinite
[X]cY - for up to X of result Y, reroll non-successes, and if any come up as Y also reroll them; X defaults to infinite
[X]a[n] - for up to X dice, reroll non-successes (if n, except for any dice already rerolled by [X]rY), and for any of these that come up a success reroll another non-success; X defaults to infinite
[X]eY - for up to X dice, recur Y; X defaults to infinite
XvY - convert X non-successes into Y, starting from 1 up
rnon[X] - reroll non-successes up to X times (or 1 time default)
nX - convert up to X double successes to single successes
trips - apply the three of a kind rule from First Movement of the Demiurge
insp - apply the extra dice for three successes rule of Divine Inspiration of Craft
und - apply the extra extra dice for three successes rule of Holistic Miracle Understanding

The output would need to include at a minimum (for interaction with other Charm effects):
- the final dice pool
- the number of successes
- the number of successes with non-decisive double 10s but without charm doubles
- the number of successes that came from the [X]cY mechanic
- the total count of each number before rerolls
- the total count of each number having come up any time during the rolling
- the total count of doubled numbers having come up any time during rolling

Stuff that you don't actually need to display separately because it's in the final dice pool, but that at a minimum the player will have to keep track of include:
- the total final count of each number
- if the final roll includes exactly three sixes

Note that I'm probably missing at least some dice bullshit here.
Fyi, while I'm planning on updating the Dice Roller to support arithmetic, some set operators, and reroll operators; Exalted 3E will explicitly not be supported.

I give it a month tops before a program is released that you can input charms and stats and it will output probabilities.
http://anydice.com/ might be able todo it. But it nearly has a turing complete language with specialized dice operators.
 
Yeah, at this point the best option is just to use something that organizes dice results from highest to smallest and just calculate the number of successes yourself. :sour:
 
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