Let me see if I understand this correctly;
Basically, you want the same effect as "Explode" but on all rolls and the modifier added in only after the Explode has taken place?
Does this mean that a Players modifier does not influence the first roll?
For example:
Savage World D6 roll with a modifier of +1. The Player gets a natural "5" with +1 that is "6" so does the Explode (Roll again) take place or not.
If not, then this is what happens:
Savage World D6 roll with a modifier of +1. The Player gets a "6" so before applying the "+1" a roll is made and the Player gets a "2" so the total is "8" and now we apply the +1 making the total 9, is that correct? If so, I will need to know the typical number of Die fields that might be needed.
Making a Player roll again each time they got the highest number will waste unnecessary time so we will implement something automated so the focus can be Role-play.
I understand what you are asking for.
Initiative is taken care of through the 54 standard card deck.
One player could roll 6 different dice at 1 time.
Dice Breakdown:
*Wild Die - 1 die.
*Ranged Weapon - 5 individual dice (Rate of Fire or RoF max of 5).
As a Dungeon Master, I would be capping the number of actions I would take to 10. This accounts for swarms of enemies, and the actions of Wild Card NPCs.
Thanks again JB. I was not intending to create further head aches, but I do appreciate you following up on this small issue.
Great as usual JB. I've seen weapons in D&D with this kind of roll. I liked that you changed the box itself and made the help button more prominent because some do ask how to use it.
Out of Character: Below is my test of it.
I was wondering about the new start number option, and I can see it's possible to select a d2 with a start number of 3 or 4. Just curious if there's code to deal with that exception or if it would get stuck in a loop?