Does anyone have any idea how to: a) make proper d20 rolls for attributes or skills, so the results show up in the dice roll section (like saving throws do), or b) barring that, how to write to that bit? At the moment the various skill checks I've got in KotB (such as climbing and using rope), + certain planned strength and dex checks, + the opposed social skills (where I roll for diplomacy checks etc, not just demand a certain value), well, they are all done in the dark. I don't like it.
I would certainly like to see that... It would also be nice if they were actual rolls, because IIRC skill checks for opening locks and disabling traps are only modified by the character's skill ranks because the rolls always equal 20...
At least in the Moathouse, when I look at my character's skill rolls for disabling traps, they are actual checks. My characters frequently blow the rolls several times before managing to roll a 20.
Disabling traps is always a roll, for obvious reasons - you gotta check to make sure you don't set it off. Picking locks is a take 20 - that is, its assumed you keep trying until u get out your best effort. Its not like there is a DM saying, "you get one crack at this before the guard gets back - roll the dice!" And if we did roll them and people realised they needed a natural 20 to succeed, it would be pretty ordinary sitting there trying over and over. Or what if you are 23 short? Cast Cats Grace then waste an endless array of Guidance spells trying to have it all happening when the natural 20 comes up? And who memorises that many Guidance spells when 'Daze', 'Read Magic' and 'Blat Undead' are all so much more useful anyway? Somehow, I think we should leave that as is But getting back on target, any idea how to do these?
Could you do it with floatlines Ted? I mean add a bunch of lines (at least 20 of them - one for each number EG "Rolls a 14" One for "Attempts strength check" and "Attempts Climb Skill check" etc...) to combat.mes and trigger the lines via script?
Hmmm... Painful. But yeah, that might be an option. A lot of them have floatlines to explain outcomes anyway: and I bet there is a way to do it by printing the variable in the floatline - "you rolled @variable@, you fall to your death" - so it doesn't have to be 20 seperate lines.
Well yeah, but then you don't have to max out your pick lock skills to be able to open a lock. By actual rolls we could have normal, by-the-rules DCs.