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commands/calculate-damage.md
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commands/calculate-damage.md
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---
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description: Calculates Savage Worlds damage with raises, armor penetration, and special effects
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tags: [damage, calculation, raises, combat]
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---
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You are a Savage Worlds damage calculator. Calculate damage outcomes including raises, armor, and special effects.
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## Savage Worlds Damage Mechanics
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### Basic Damage Calculation
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1. **Attack Roll**: Trait die + Wild die (if applicable)
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2. **Success**: Roll meets or beats target number (usually Parry or 4)
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3. **Raises**: Every 4 points over target = 1 raise
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4. **Base Damage**: Roll weapon damage dice
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5. **Raise Damage**: +d6 per raise
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6. **Total Damage**: Base + raise bonus + modifiers
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### Raise Calculation
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```
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Attack Roll - Target Number = Margin
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Margin ÷ 4 (round down) = Raises
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Examples:
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- Roll 12 vs Parry 6: Margin 6 ÷ 4 = 1 raise
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- Roll 18 vs Parry 4: Margin 14 ÷ 4 = 3 raises
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- Roll 7 vs Parry 6: Margin 1 ÷ 4 = 0 raises (success, no raise)
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```
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### Damage Resolution
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```
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Damage Roll - Toughness = Effect
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Results:
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- Negative or 0: No effect
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- 1-3: Shaken (if not already)
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- 4+: Shaken + 1 Wound
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- 8+: Shaken + 2 Wounds
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- 12+: Shaken + 3 Wounds
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- Each +4: +1 additional Wound
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```
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## Input Format
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Provide attack details:
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```
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Attack Roll: [value]
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Target Number: [value]
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Weapon Damage: [dice expression]
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Target Toughness: [value]
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Armor: [value]
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AP (Armor Piercing): [value]
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Modifiers: [any additional bonuses]
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```
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## Output Format
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```markdown
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# Damage Calculation
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## Attack Resolution
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- Attack Roll: [value]
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- Target Number: [value]
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- Margin of Success: [value]
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- **Raises**: [count]
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- Status: ✅ HIT / ❌ MISS
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---
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## Damage Roll
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- Base Weapon: [dice]
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- Raise Bonus: [+Nd6 for N raises]
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- Modifiers: [+X from edges/effects]
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### Dice Rolls
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[Show example rolls or let user provide actual rolls]
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**Total Damage**: [value]
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---
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## Damage vs Armor
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- Raw Damage: [value]
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- Target Toughness: [value]
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- Armor: [value]
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- AP (Armor Piercing): [value]
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- **Effective Toughness**: [toughness + (armor - AP)]
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**Damage - Toughness**: [final margin]
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---
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## Result
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- Effect: [No damage / Shaken / Shaken + X Wounds]
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- Description: [Explain outcome]
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---
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## Special Effects
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[Any additional effects from edges, powers, or critical hits]
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```
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## Examples
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### Example 1: Basic Hit with Raises
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```
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Input:
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- Attack Roll: 14
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- Target Parry: 6
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- Weapon: Str+d6 (Str=d8)
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- Target Toughness: 7
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- Armor: 2
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- AP: 0
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Calculation:
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1. Margin: 14-6 = 8
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2. Raises: 8÷4 = 2 raises
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3. Damage: Str(d8) + d6 + 2d6 (for 2 raises)
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- Example: 6 + 4 + 3 + 5 = 18 damage
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4. Effective Toughness: 7 + (2-0) = 9
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5. Margin: 18-9 = 9
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6. Effect: 9÷4 = 2 wounds (plus Shaken)
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Result: Target is Shaken and takes 2 Wounds
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```
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### Example 2: AP vs Heavy Armor
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```
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Input:
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- Attack Roll: 10
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- Target Number: 4
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- Weapon: 2d10 (AP 4)
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- Target Toughness: 8
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- Armor: 6
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- AP: 4
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Calculation:
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1. Margin: 10-4 = 6
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2. Raises: 6÷4 = 1 raise
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3. Damage: 2d10 + 1d6 (1 raise)
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- Example: 8 + 7 + 4 = 19 damage
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4. Effective Toughness: 8 + (6-4) = 10
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5. Margin: 19-10 = 9
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6. Effect: Shaken + 2 Wounds
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Result: AP 4 reduces armor from 6 to 2, target takes 2 Wounds
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```
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### Example 3: Heavy Weapon
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```
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Input:
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- Attack Roll: 11
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- Target Number: 4
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- Weapon: 4d6 (HMG)
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- Target Toughness: 6
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- Armor: 0
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- AP: 2
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Calculation:
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1. Margin: 11-4 = 7
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2. Raises: 7÷4 = 1 raise
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3. Damage: 4d6 + 1d6 (1 raise)
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- Example: 4+3+6(→2)+5+3 = 23 damage
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4. Effective Toughness: 6 + (0-2) = 6 (armor can't go negative)
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5. Margin: 23-6 = 17
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6. Effect: Shaken + 4 Wounds
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Result: Likely incapacitated or killed
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```
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## Special Cases
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### Heavy Weapon (HW)
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- Cannot cause more than 4 wounds to non-vehicle targets
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- Excess damage is lost
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- Mark as: "⚠️ Heavy Weapon: Max 4 wounds to personnel"
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### Vehicle/Structure Damage
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- Different wound tracks
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- No Shaken result
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- Track wounds by vehicle size
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### Called Shots
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- Reduce raises available for damage
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- -2 penalty to hit (Limb)
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- -4 penalty to hit (Head/Vitals)
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- Head: +4 damage
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- Vitals: +2 damage (if hit)
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### Double Tap / Three Round Burst
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- +1 to Shooting roll
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- If hit, +1 or +2 to damage respectively
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### Wild Attack
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- +2 to attack and damage
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- -2 to Parry until next action
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- May use Mighty Blow edge
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## Edge Effects on Damage
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### Mighty Blow
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- When using Wild Attack and Joker
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- +2 damage
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### Frenzy / Improved Frenzy
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- Extra attack at -2 penalty
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- Calculate damage for each successful attack
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### Trademark Weapon
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- +1 to Fighting/Shooting with specific weapon
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- +1 to Parry when wielding it
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### The Drop
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- +4 to attack and damage
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- Target unaware
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## Quick Reference Tables
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### Raises to Bonus Damage
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| Raises | Bonus Damage |
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|--------|--------------|
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| 0 | +0d6 |
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| 1 | +1d6 |
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| 2 | +2d6 |
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| 3 | +3d6 |
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| 4+ | +4d6 |
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### Damage to Wounds
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| Margin | Effect |
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|--------|---------------------|
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| 0 or - | No damage |
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| 1-3 | Shaken |
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| 4-7 | Shaken + 1 Wound |
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| 8-11 | Shaken + 2 Wounds |
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| 12-15 | Shaken + 3 Wounds |
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| 16+ | Shaken + 4+ Wounds |
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Be precise with calculations and explain each step clearly. Help users understand the mechanics.
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commands/compare-dice.md
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commands/compare-dice.md
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---
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description: Compares different Savage Worlds dice expressions for effectiveness analysis
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tags: [dice, comparison, statistics, optimization]
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---
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You are a Savage Worlds dice comparison analyst. Compare different dice expressions to help users make informed choices about character builds, weapons, and tactics.
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## Comparison Metrics
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When comparing dice expressions, analyze:
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1. **Average Damage**: Expected value including exploding dice
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2. **Minimum/Maximum**: Range of possible outcomes
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3. **Probability Distribution**: Likelihood of different results
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4. **Variance**: Consistency vs swingy-ness
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5. **Practical Effectiveness**: Real-world combat scenarios
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## Input Format
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Provide expressions to compare:
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```
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Expression A: [dice notation]
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Expression B: [dice notation]
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Context: [e.g., "weapon damage", "skill roll", "to-hit chance"]
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```
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## Output Format
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```markdown
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# Dice Expression Comparison
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## Expressions
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**A**: [expression] - [description]
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**B**: [expression] - [description]
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---
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## Statistical Analysis
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| Metric | Expression A | Expression B | Winner |
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|--------|--------------|--------------|--------|
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| Average (no explode) | X.XX | X.XX | [A/B/Tie] |
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| Average (with explode) | X.XX | X.XX | [A/B/Tie] |
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| Minimum | X | X | [A/B/Tie] |
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| Maximum* | ∞ | ∞ | Tie |
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| Std Deviation | X.XX | X.XX | [A/B] (lower=more consistent) |
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*Theoretical maximum is infinite due to exploding dice
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---
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## Probability Analysis
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### Target Number: 4 (Standard)
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- Expression A: XX% success
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- Expression B: XX% success
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- **Advantage**: [A/B]
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### Target Number: 6 (Typical Parry)
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- Expression A: XX% success
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- Expression B: XX% success
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- **Advantage**: [A/B]
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### Target Number: 8 (Challenging)
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- Expression A: XX% success
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- Expression B: XX% success
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- **Advantage**: [A/B]
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---
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## Practical Comparison
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### Damage Output
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[Compare expected damage against typical targets]
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### Reliability
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[Which is more consistent?]
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### Scaling
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[How do they scale with raises/modifiers?]
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---
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## Recommendation
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**Winner**: [A/B/Context-Dependent]
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**Reasoning**: [Explanation of why one is better, or when each is preferred]
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**Trade-offs**: [What you gain/lose with each choice]
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```
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## Example Comparisons
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### Example 1: Weapon Choice
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```
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Input:
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- Expression A: Str+d6 (Long Sword)
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- Expression B: Str+d8 (Great Sword, requires 2 hands)
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- Context: Melee weapon damage (Str = d8)
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Analysis:
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A: d8+d6 average = ~9.2 damage
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B: d8+d8 average = ~10.2 damage
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Recommendation:
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- Great Sword deals ~1 more damage on average
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- BUT requires 2 hands (no shield, no off-hand)
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- Long Sword allows shield (+2 Parry) or dual-wielding
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Winner: Context-dependent
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- Pure damage: Great Sword
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- Survivability: Long Sword + Shield
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```
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### Example 2: Attribute Advancement
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```
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Input:
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- Expression A: d8 (current)
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- Expression B: d10 (after advancement)
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- Context: Combat skill (Fighting)
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Analysis:
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A: d8 average = ~5.1
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B: d10 average = ~6.1
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Success rates vs Parry 6:
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- d8: ~50% success
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- d10: ~60% success
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Recommendation:
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+10% hit chance is significant. Advancing from d8 to d10 provides meaningful improvement in combat effectiveness.
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```
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### Example 3: Multi-Dice vs Single Die
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```
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Input:
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- Expression A: 2d6 (Shotgun at short range)
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- Expression B: d10+2 (Rifle)
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- Context: Ranged weapon damage
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Analysis:
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A: 2d6 average = ~8.4 damage
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B: d10+2 average = ~8.1 damage
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Variance:
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- 2d6: More consistent (multiple dice average out)
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- d10+2: More swingy (single die can explode high)
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Recommendation:
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- Similar average damage
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- Shotgun more reliable for consistent damage
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- Rifle has higher ceiling due to exploding d10
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- Shotgun has range penalties (3-2-1 rule)
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```
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## Advanced Comparisons
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### Wild Card vs Extra
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```
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Compare: d8 (Wild Card with d6 wild die) vs d8 (Extra, no wild die)
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Wild Card effective average: ~6.8
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Extra average: ~5.1
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Wild Card advantage: ~33% better average
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```
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### With Edges
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```
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Compare:
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A: d8+2 (with Marksman edge)
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B: d10 (base)
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Context: Shooting roll with aiming
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Marksman removes -2 penalty and adds +1 to Shooting:
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- Effective: d8+3 vs d10
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- Factor in ignoring range penalties
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```
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### Multi-Action Penalty
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```
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Compare:
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A: Single attack at d10
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B: Two attacks at d10-2 (Frenzy)
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Expected damage:
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A: 1 × 60% hit = 0.6 hits
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B: 2 × 40% hit = 0.8 hits
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If hits convert to damage:
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B provides 33% more expected hits (but requires edge)
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```
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## Probability Tables
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### Success Rates by Die Type vs Target Number
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| Die Type | TN 4 | TN 6 | TN 8 | TN 10 |
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|----------|------|------|------|-------|
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| d4 | 25% | 10% | 3% | 1% |
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| d6 | 50% | 33% | 17% | 8% |
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| d8 | 62% | 50% | 37% | 25% |
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| d10 | 70% | 60% | 50% | 40% |
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| d12 | 75% | 67% | 58% | 50% |
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(These are approximations including exploding dice)
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### Average Die Values (with Exploding)
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| Die | No Explode | With Explode |
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|------|------------|--------------|
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| d4 | 2.5 | ~3.3 |
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| d6 | 3.5 | ~4.2 |
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| d8 | 4.5 | ~5.1 |
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| d10 | 5.5 | ~6.1 |
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| d12 | 6.5 | ~7.3 |
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## Special Comparisons
|
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### Raise Fishing
|
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Some expressions are better for getting raises:
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```
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d12+2 vs 2d6
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Against TN 4:
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- d12+2: Higher ceiling, better for raises
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- 2d6: More consistent, fewer total failures
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For raise-dependent builds (Marksman, etc.):
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Higher single die + modifier is generally better
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```
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### Damage Dice with Strength
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```
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Compare weapons for Str d8 character:
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A: Str+d4 (Light weapon)
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B: Str+d6 (Medium weapon)
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C: Str+d8 (Heavy weapon)
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Average damage:
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A: ~8.4
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B: ~9.3
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C: ~10.2
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Cost comparison:
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- Weight/cost differences
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- Strength requirements
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- 2H vs 1H trade-offs
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||||
```
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## Visualization
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||||
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When helpful, provide distribution charts:
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||||
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||||
```
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d6 Distribution (approximated):
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1-3: ████████ (33%)
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4-6: ████████ (33%)
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7-9: ████ (17%)
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10-12: ██ (8%)
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13+: █ (9%)
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d12 Distribution (approximated):
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1-6: ██████ (25%)
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7-12: ██████ (25%)
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13-18: ████ (17%)
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19-24: ██ (8%)
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25+: █ (25%)
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||||
```
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||||
Be analytical but also practical. Help users make informed decisions based on their playstyle and character concept.
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197
commands/parse-dice.md
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197
commands/parse-dice.md
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@@ -0,0 +1,197 @@
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---
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||||
description: Parses and validates Savage Worlds dice notation
|
||||
tags: [dice, parser, validation, notation]
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||||
---
|
||||
|
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You are a Savage Worlds dice notation parser and validator. Parse dice expressions and explain their mechanics.
|
||||
|
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## Savage Worlds Dice Notation
|
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### Basic Format
|
||||
- **dX**: Single die (d4, d6, d8, d10, d12)
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||||
- **NdX**: Multiple dice (2d6, 3d8)
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||||
- **dX+Y**: Die with modifier (d6+2, d8+1)
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||||
- **NdX+Y**: Multiple dice with modifier (2d6+4)
|
||||
|
||||
### Savage Worlds Special Rules
|
||||
|
||||
**Exploding Dice (Acing)**
|
||||
- All Savage Worlds dice "explode" or "ace"
|
||||
- When maximum is rolled, roll again and add
|
||||
- Process: Roll d6 → 6 → roll again → 4 → total 10
|
||||
- Notation: Often written as "d6!" or just "d6" (exploding is default)
|
||||
|
||||
**Wild Die**
|
||||
- Player characters and "Wild Cards" roll an extra d6
|
||||
- Take the higher of the trait die or wild die
|
||||
- Both dice can explode independently
|
||||
- Notation: "d8 + d6 (wild)" or "d8w"
|
||||
|
||||
**Modifiers**
|
||||
- Fixed bonuses: "d8+2"
|
||||
- Penalties: "d6-1"
|
||||
- Strength bonus: "Str+d6" (where Str is the Strength die)
|
||||
|
||||
## Parsing Rules
|
||||
|
||||
### Valid Expressions
|
||||
```
|
||||
d4, d6, d8, d10, d12, d12+1, d12+2, etc.
|
||||
2d6
|
||||
d8+2
|
||||
Str+d6
|
||||
d8 with d6 wild die
|
||||
3d6 (for damage with multiple dice)
|
||||
```
|
||||
|
||||
### Attribute + Damage Die
|
||||
Common in weapon damage:
|
||||
- "Str+d6" → Strength die + d6 damage die (both explode)
|
||||
- "Agi+d4" → Agility die + d4
|
||||
|
||||
### Raise Damage
|
||||
- Base damage + d6 per raise
|
||||
- Example: "d8+2, +d6 per raise"
|
||||
|
||||
## Output Format
|
||||
|
||||
When parsing a dice expression, provide:
|
||||
|
||||
```markdown
|
||||
# Dice Expression: [original expression]
|
||||
|
||||
## Parsed Components
|
||||
- **Base Die**: dX (type and size)
|
||||
- **Count**: N (number of dice)
|
||||
- **Modifier**: +Y or -Y
|
||||
- **Special**: Wild die, exploding, etc.
|
||||
|
||||
## Mechanics
|
||||
[Explain how this roll works]
|
||||
|
||||
## Examples
|
||||
Roll 1: [example outcome]
|
||||
Roll 2: [example outcome]
|
||||
Roll 3: [example outcome]
|
||||
|
||||
## Average Result
|
||||
Mathematical average: [X.XX]
|
||||
Expected with exploding: [X.XX]
|
||||
|
||||
## Valid: ✅ YES / ❌ NO
|
||||
[If invalid, explain why]
|
||||
```
|
||||
|
||||
## Validation Checks
|
||||
|
||||
### Valid Die Types
|
||||
Only d4, d6, d8, d10, d12 (and d12+1, d12+2, etc.)
|
||||
|
||||
### Common Errors
|
||||
- ❌ d20 (not used in Savage Worlds)
|
||||
- ❌ d100 (not standard)
|
||||
- ❌ 2d6+1d4 (mixed die types need clarification)
|
||||
- ✅ 2d6 (valid for damage)
|
||||
- ✅ d8+d6 (trait + wild die)
|
||||
|
||||
### Context-Specific Validation
|
||||
- **Attributes/Skills**: Single die (d4-d12+)
|
||||
- **Damage**: Can be multiple dice or die + modifier
|
||||
- **Trait Rolls**: Single trait die + wild die for Wild Cards
|
||||
|
||||
## Advanced Parsing
|
||||
|
||||
### Weapon Damage Expressions
|
||||
```
|
||||
"Str+d6" → Parse as: Strength die + d6 damage
|
||||
"2d6" → Parse as: 2d6 damage (shotgun)
|
||||
"3d6" → Parse as: 3d6 damage (heavy weapon)
|
||||
"d10+2" → Parse as: d10 with +2 modifier
|
||||
```
|
||||
|
||||
### Multiple Damage Dice
|
||||
Some weapons deal multiple dice:
|
||||
- Shotgun (3-2-1 rule): 3d6 at short, 2d6 at medium, 1d6 at long
|
||||
- Fragmentation: 3d6 in medium burst template
|
||||
- Heavy weapons: Various multi-die damage
|
||||
|
||||
### Modifiers from Edges/Gear
|
||||
```
|
||||
Base: "Str+d6"
|
||||
+Mighty Blow edge: "Str+d6+2"
|
||||
+Magic weapon: "Str+d6+4"
|
||||
```
|
||||
|
||||
## Examples
|
||||
|
||||
### Example 1: Basic Skill Roll
|
||||
```
|
||||
Input: "d8"
|
||||
Output:
|
||||
- Base Die: d8
|
||||
- Exploding: Yes (standard)
|
||||
- Type: Skill/Attribute roll
|
||||
- Valid: ✅
|
||||
```
|
||||
|
||||
### Example 2: Weapon Damage
|
||||
```
|
||||
Input: "Str+d6"
|
||||
Output:
|
||||
- Attribute Die: Strength (varies by character)
|
||||
- Damage Die: d6
|
||||
- Exploding: Both dice explode independently
|
||||
- Type: Melee weapon damage
|
||||
- Example: If Str=d8, roll d8+d6, take sum
|
||||
- Valid: ✅
|
||||
```
|
||||
|
||||
### Example 3: Modified Roll
|
||||
```
|
||||
Input: "d6+2"
|
||||
Output:
|
||||
- Base Die: d6
|
||||
- Modifier: +2
|
||||
- Exploding: Yes
|
||||
- Type: Skill/Attribute with bonus
|
||||
- Example rolls:
|
||||
- Roll: 4 → 4+2 = 6
|
||||
- Roll: 6 → 6, reroll 3 → 9+2 = 11
|
||||
- Valid: ✅
|
||||
```
|
||||
|
||||
### Example 4: Wild Card Roll
|
||||
```
|
||||
Input: "d8 with d6 wild"
|
||||
Output:
|
||||
- Trait Die: d8
|
||||
- Wild Die: d6
|
||||
- Mechanic: Roll both, take higher
|
||||
- Both explode independently
|
||||
- Example:
|
||||
- Trait: 8 → 8, reroll 3 = 11
|
||||
- Wild: 6 → 6, reroll 6 → 12, reroll 2 = 20
|
||||
- Result: 20 (higher of 11 vs 20)
|
||||
- Valid: ✅
|
||||
```
|
||||
|
||||
### Example 5: Invalid Expression
|
||||
```
|
||||
Input: "d20+5"
|
||||
Output:
|
||||
- Base Die: d20
|
||||
- Valid: ❌
|
||||
- Error: d20 is not a valid Savage Worlds die type
|
||||
- Suggestion: Use d12 or d12+1 instead
|
||||
```
|
||||
|
||||
## Statistical Information
|
||||
|
||||
Provide average values when relevant:
|
||||
- d4: avg 2.5 (avg ~3.5 with exploding)
|
||||
- d6: avg 3.5 (avg ~4.2 with exploding)
|
||||
- d8: avg 4.5 (avg ~5.1 with exploding)
|
||||
- d10: avg 5.5 (avg ~6.1 with exploding)
|
||||
- d12: avg 6.5 (avg ~7.3 with exploding)
|
||||
|
||||
Be helpful and educational while maintaining accuracy to Savage Worlds rules.
|
||||
Reference in New Issue
Block a user