Thankfully the plague does not creep through the wires, so’s I can play with me friends. Thank you for this.
Now the problem.
Mekton Zeta ain’t in the list of sheets, which is fine, as it’s an old ass game that few play, I can make most of it myself with minimum fuss. The only problem is in the dice rolling.
Perhaps there is a workaround and you fellows might know a solution?
In Mekton, A 10 on a d10 roll is a crit, which is an exploding dice, which is pretty straightforward in the dice rolling systems, however, a 1 is a, for a lack of better term, anti-crit.
It also explodes, but then is a negative value, and I can’t figure out how to get the dice to roll.
So in theory, I with a 6 in MekGuns could roll a 10, explode, and roll a 5 and get a +15 so 21 total.
Or I could roll a 1, which is a negative explosion, and then a 7 to get a -7+6 = -1 total, which will likely miss unless the enemy also rolls a 1, causing an explosion, then maybe a 10, which would be a big negative explosion. And so on.
I’ve tried a few things but with limited success.
!(1d[-Negative Explosion,2,3,4,5,6,7,8,9,Explosion!]e<=1|e>=10) Appears to explode only on the 1, not the ten.
!(1d[-Negative Explosion,Explosion!,2,3,4,5,6,7,8,9,]e<=2) does explode on them, but cannot differentiate the values.
Unless I can parse it in the Action itself with If statements?
Any help in this regard would be most appreciated, it’s probably something simple that I’m missing.
Thank you for your time,