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 }); }); });