SW Dice



  • Okay, throwing my hat out and hoping someone might be able to help. Looking to try and mushcode up the Genesys/FFG Star Wars Dice, and realizing it's quickly beyond me.

    Basically, there are six different die types, and you might roll any number/any combination on a given roll. So a given roll might be "2 Boost Dice, 1 Proficiency Dice, 3 Ability Dice, 2 Difficulty Dice." Or, it might be "2 Ability Dice, 3 Setback Dice". Basically, I'm not sure how to even get started when you have a number and pattern of dice that would be ever-changing. Rolling XdY is easy. This...more complicated.



  • @GamerNGeek

    Coding the FFG system is a real PITA -- not only because the dice are weird, but chargen is full of special cases and rules that are not very machine-friendly.

    But here's some MUSHCode for the most basic FFG roll stuff. I did it as a demo for someone way back. It's incomplete and unsupported, but it might get you started: GitHub

    It uses a syntax of +ffgroll <proficiency>+<ability>+<boost> vs <challenge>+<difficulty>+<setback>.

    AresMUSH has a more comprehensive FFG plugin that lets you set your skills in chargen and just do roll Firearms+2C or whatever, but the code is a lot more complicated: GitHub

    The Ares FFG plugin was used on Chontio. It's not a pure representation of the Star Wars FFG system, taking cues from FFG's generic Genesys system, but it's something.

    Both of those implementations operate on the same basic idea: You program in a fixed set of possible results for each type of die. For instance, the Ability die can come up as either nothing, 1/2 successes, 1/2 advantages, or one of each. So to roll an Ability die in code, you just roll 1d8 and map it to one of those eight possible outcomes.



  • @GamerNGeek What's your exact question? How to decide what goes into the pool? How to read the dice themselves?

    Er: nevermind, as I see her post: @faraday's code is probably the best answer unless you really want to do it from scratch.


  • Pitcrew

    Honestly this was always one of the boons to d6 Star Wars.

    Love it or hate it, the simplicy makes it easier to code and get it moving forward.



  • @Rucket Yeah, the problem was the skill inflation. Episode 4 Luke, as in "the farm boy from Tatooine", had skills and stats better than ANY starting character could have. Ever. Hell, he had stats better than characters who had been playing for quite a while.


  • Tutorialist

    @GamerNGeek said in SW Dice:

    @Rucket Yeah, the problem was the skill inflation. Episode 4 Luke, as in "the farm boy from Tatooine", had skills and stats better than ANY starting character could have. Ever. Hell, he had stats better than characters who had been playing for quite a while.

    Well he is the chosen one, after all.


  • Admin

    @Derp Yeah, it's silly to judge any SW game based on what Luke freakin' Skywalker's stats are. Obviously the RPG can't feature a playable character (let alone a bunch of them in the same party) with that kind of progression path.



  • I totes believe that there shouldn't be player-side automation of XP with this system. Send in a +job, have a staffer sanity-check it for accuracy... easy peasy.

    Edit to add: a job I totally volunteer to do, because mindless XP spends/equipment modification (so long as you point me at the rules in the book you want) are the only staff work I'm good at.


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