diff --git a/The Fantasy Trip/TFT.html b/The Fantasy Trip/TFT.html
index 6d3d273f9b..e844db784c 100644
--- a/The Fantasy Trip/TFT.html
+++ b/The Fantasy Trip/TFT.html
@@ -127,7 +127,7 @@
Health
-
+
@@ -501,7 +501,7 @@
{{#attackflavor}}
- {{character_name}} {{attackflavor}}
+ {{character_name}} {{attackflavor}}
{{/attackflavor}}
{{^attackflavor}}
{{#weaponname}}
@@ -1109,10 +1109,10 @@
doSaveRoll("&{template:stat-check} {{stat_a=an}} {{stat_name=IQ}} {{stat=[[@{iq}[IQ]]]}} {{roll1=[[4d6]]}}");
});
on('clicked:health_check3', (info) => {
- doSaveRoll("&{template:stat-check} {{stat_a=a}} {{stat_name=health}} {{stat=[[@{stcurrent}[HEALTH]]]}} {{roll1=[[3d6]]}}");
+ doSaveRoll("&{template:stat-check} {{stat_a=a}} {{stat_name=health}} {{stat=[[@{health}[HEALTH]]]}} {{roll1=[[3d6]]}}");
});
on('clicked:health_check4', (info) => {
- doSaveRoll("&{template:stat-check} {{stat_a=a}} {{stat_name=health}} {{stat=[[@{stcurrent}[HEALTH]]]}} {{roll1=[[4d6]]}}");
+ doSaveRoll("&{template:stat-check} {{stat_a=a}} {{stat_name=health}} {{stat=[[@{health}[HEALTH]]]}} {{roll1=[[4d6]]}}");
});
on('clicked:initiative', (info) => {
@@ -1241,28 +1241,30 @@
if (roll == 3) return 4;
if (roll == 4) return 3;
if (roll == 5) return 2;
- if (roll == 18) return -4;
- if (roll == 17) return -3;
if (roll == 16) return -2;
+ if (roll == 17) return -3;
+ if (roll == 18) return -4;
}
- else {
- // 4d6
- /* Page 9 clearly states the rules for critical success and failure on 4 die,
- However, page 117 mentions dodging and describes
- automatic misses consistent with critical misses, but weirdly only mentions
- 4 and 5 as the two critical hits (doing triple and double damage) and doesn't mention an
- automatic hit at 6, much less 7 or 8. Typo? Brain fart?
- it *is* true that 4d6 <= 8 is probability of .054 and 3d6 <= 5 is .046
- so rolling 4d6 has a slightly greater chance of an automatic or critical hit.
- So I don't know, could go either way. But why remove an automatic hit at 6 or 7
- that would still be lower odds of automatic hit (.012 and .027 respectively)
- I'm going to assume it's intentional, ie dodging makes it MUCH harder to get crits or auto-hits.
- */
- if (roll == 4) return 4;
- if (roll == 5) return 3;
- if (roll >= 23 && roll <= 24) return -4;
- if (roll >= 21 && roll <= 22) return -3;
+ /* I took some liberties with the 4d6 and 5d6 dodging crits.
+ 5d6 crits didn't even exist, and the 4d6 ones were overly punitive.
+ See this doc:
+ https://drive.google.com/file/d/1XHh8qUuFnZo0qG89klxAw7i4XNNGYiPd/view?usp=sharing
+ */
+ else if (results.roll1.dice.length == 4) {
+ if (roll <= 5) return 4;
+ if (roll == 6) return 3;
+ if (roll == 7) return 2;
if (roll == 20) return -2;
+ if (roll == 21 || roll == 22) return -3;
+ if (roll >= 23) return -4;
+ }
+ else { /* 5d6 */
+ if (roll <= 7) return 4;
+ if (roll == 8) return 3;
+ if (roll == 9) return 2;
+ if (roll == 24) return -2;
+ if (roll == 25 || roll == 26) return -3;
+ if (roll >= 27) return -4;
}
// Normal to-hit check.
return (roll <= tohit) ? 1 : -1;
@@ -1573,7 +1575,8 @@
getAttrs(['st', 'hits', 'fatigue'], function(v) {
let hitpoints = v.st - v.hits - v.fatigue;
setAttrs({
- stcurrent: hitpoints
+ health: hitpoints,
+ health_max: v.st
});
});
});