Difference between revisions of "Star Wars WEG D6 character sheet"
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===Roll20 sheet general tips=== | ===Roll20 sheet general tips=== | ||
− | * On all skill rolls the pip field must be filled with a number and cannot be left empty, or it will break the roll and show "0" as result. | + | * '''On all skill rolls the pip field must be filled with a number and cannot be left empty, or it will break the roll and show "0" as result.''' |
* Wound penalties are automatically subtracted from all relevant rolls if used, same with the "Force Powers Up" tracker | * Wound penalties are automatically subtracted from all relevant rolls if used, same with the "Force Powers Up" tracker | ||
* You can hide the Force & Background sections with the checkbox on the left side of the section | * You can hide the Force & Background sections with the checkbox on the left side of the section |
Revision as of 14:34, 6 December 2017
The sheet was made by Timothy O., later improved by Andreas.J.
Contents |
Rolls in Star Wars D6
(All the rolls from the sheet does this behind the scenes)
Your skills and attributes are a sum of d6 dice and pips. Three pips becomes a d6. One die in all rolls are replaced with the wild die that explode on a roll of 6, i.e. you can roll it again and add the result to the sum. This can be continued if the wild die rolls 6 again.
If the wild die rolls a one, the GM can decide that:
- a complication happens(independent for if the roll succeeded or not) or
- deduct the value of the wild die and the highest die you rolled from the sum
- nothing
If you have 6d6+1 for example Blaster skill, you roll five normal six-sided dice and one wild die, and sum up everything with the one pip the skill had. If the wild die rolls a six you can continue rolling it and adding the result to the total. If the wild die rolls a one, it is up to the GM to choose what happend(stated above).
Skill/Attribute advancement
1d6,1d6+1,1d6+2,2d6,2d6+1 etc.
Roll20 sheet general tips
- On all skill rolls the pip field must be filled with a number and cannot be left empty, or it will break the roll and show "0" as result.
- Wound penalties are automatically subtracted from all relevant rolls if used, same with the "Force Powers Up" tracker
- You can hide the Force & Background sections with the checkbox on the left side of the section
- The "Force resist pain" does not properly work so the option does noting atm
Macros
Custom Roll:
&{template:default} {{name=?{Roll Name}}} {{Roll=[[{(?{Number of dice|0} - 1)d6cf0cs7 + ?{Number of pip|0},1d6!cf1cs6}]]}}
Recent Update(2017-12-05)
- Weapon name is properly showed when damage is rolled from the sheet
- Perception skills and old weapons are back!
- All skills and attributes now rolls with a template and dice/pip mod can be given
- Armor section is working, rolls and all
- A initiative skill have been added to second section next to char points, with a roll that sends to tracker
- Custom rollers, with and without wild die have been added to same section
- Roller for char points have been added next to char point attribute
- Force and Background section can now be hidden with a checkbox each
- Resist pain in force section have been disabled for not working properly
- Duplicating text fields "character connections" <-> "other notes" is fixed