How to get dice flags (Crit/Fumble Ranges) to work for total of dice: Workaround

Getting dice flags for the total of multiple dice is not possible in astral at the moment. That’s a bit annoying for systems which uses totals for things like crits or fumbles (GURPS in my case, but there are many others, of course).

With a bit of work you can still get a workaround for this, though. Shown for 3d6 (GURPS):

3,4,4,4,5,5,5,5,5,5,6,6,6,6,6,6,6,6,6,6,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,9,9,9,9,9,9,9,9,9,9,9,9,9,9,9,9,9,9,9,9,9,9,9,9,9,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,11,11,11,11,11,11,11,11,11,11,11,11,11,11,11,11,11,11,11,11,11,11,11,11,11,11,11,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,13,13,13,13,13,13,13,13,13,13,13,13,13,13,13,13,13,13,13,13,13,14,14,14,14,14,14,14,14,14,14,14,14,14,14,14,15,15,15,15,15,15,15,15,15,15,16,16,16,16,16,16,17,17,17,18

  • Now convert this to a custom die with the correct random distribution of results:
    !(1d[3,4,4,4,5,5,5,5,5,5,6,6,6,6,6,6,6,6,6,6,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,9,9,9,9,9,9,9,9,9,9,9,9,9,9,9,9,9,9,9,9,9,9,9,9,9,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,11,11,11,11,11,11,11,11,11,11,11,11,11,11,11,11,11,11,11,11,11,11,11,11,11,11,11,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,13,13,13,13,13,13,13,13,13,13,13,13,13,13,13,13,13,13,13,13,13,14,14,14,14,14,14,14,14,14,14,14,14,14,14,14,15,15,15,15,15,15,15,15,15,15,16,16,16,16,16,16,17,17,17,18])

  • Now implementing the crit/fumble range gets a bit tricky: for custom dice, astral looks at the INDEX of the result, not the VALUE of the result

  • so cr<= 6 will NOT count everything below 6 as a crit success. Instead, it will count the first 6 possible results in the custom dice as crit (here: 3,4,4,4,5,5,5 --> note these are not even all “possible” 5s)

  • So knowing this, here is how you implement a classic GURPS 3d6 dice roll with a crit range of 3 & 4 and a fumble for 17 & 18:
    !(1d[3,4,4,4,5,5,5,5,5,5,6,6,6,6,6,6,6,6,6,6,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,9,9,9,9,9,9,9,9,9,9,9,9,9,9,9,9,9,9,9,9,9,9,9,9,9,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,11,11,11,11,11,11,11,11,11,11,11,11,11,11,11,11,11,11,11,11,11,11,11,11,11,11,11,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,13,13,13,13,13,13,13,13,13,13,13,13,13,13,13,13,13,13,13,13,13,14,14,14,14,14,14,14,14,14,14,14,14,14,14,14,15,15,15,15,15,15,15,15,15,15,16,16,16,16,16,16,17,17,17,18]cr<=4fr>=213)

(The first 4 results are: 3,4,4,4 --> includes the one 3 and all 4s The last 4 results are: 17,17,17,18 --> from the googled result above we know that we have 216 combinations, so we need to count backwards to know which combinations to include: 216 (=18) ,215 (=17),214 (=17),213 (=17), or just do: number of total combinations+1-number of fumble combinations )

Of course, you can use this process to set up any type of crit/fumble range for any total of dice!