As I'm sure anyone who has played it knows, Anima has interesting dice behaviors.

Manually keeping track of them is kind of a pain in the neck, so I was wondering if there was a way to implement them as a single action in this dice parser, over Discord. (my campaign currently uses this dice parser, although if this dice parser cannot be used, and a different dice parser or dice app (e.g. rolz.org) can, that would be something that could be set up.)

The behaviors that are necessary for this answer:

  1. The die, a d100, explodes on a 90+, which then explodes on a 91+, which then explodes on a 92+, etc., until 100, when it will keep exploding on 100s.
  2. The die fumbles on the other end of the range, using a passed-in argument, since the fumble range in Anima can vary, in ordinary circumstances, between 2 and 5. (In extraordinary circumstances, it can vary between 1 and 5.) The particular stylings of output on a fumble is up to you, but it should handle, at the minimum, a fumble on attack/defense (subtract 1d100 from your roll, which does not explode), and a fumble on skills (compare a d100 result to a table). I am not going to require the core rulebook's +-15 thing, as that has several issues in terms of how exactly it's supposed to work.
  3. Preferably, adding arbitrary modifiers to the result should be easy to do.

Additional bonus points (worth no particular value) will be awarded for implementing the luck-manipulation powers in Prometheum Exxet as options, which are as follows and can be combined:

Option A: Die explodes on any doubles roll (11, 22, 33, ...99)

Option B: Die explodes starting at 85, instead of 90.

  • \$\begingroup\$ The system is pretty similar to role master and LOTR, I suggest you take a look for solutions on those systems. \$\endgroup\$
    – Random
    Commented May 1, 2019 at 10:50
  • 1
    \$\begingroup\$ @Random If you can point at a solution for that, that would be a good starting point for an answer. \$\endgroup\$
    – Stackstuck
    Commented May 1, 2019 at 16:30
  • \$\begingroup\$ @Zachiel to be clear, a 100 always explodes. \$\endgroup\$
    – Stackstuck
    Commented May 1, 2019 at 16:30
  • \$\begingroup\$ This is more of a programming problem to be honest. Something i'd suggest writing in python. Though I know roll20 macro's are capable of doing this with conditions. \$\endgroup\$
    – Riddley
    Commented May 2, 2019 at 17:26
  • \$\begingroup\$ @Riddley That really doesn't answer my question. Nor does it actually help, since I don't have the time to make a dicebot nor the money to host one. \$\endgroup\$
    – Stackstuck
    Commented May 2, 2019 at 19:54

1 Answer 1


Accoring to the HelpMe for rolisteam: RoliSteam DiceParser

Explode when over 90: !1d100e[>90]

Explode when over 85: !1d100e[>85]

Having the threshold increase for each success does not seem possible because the system doesn't seem to handle variables, if it did it would look like !1d100[>Variable]{Variable++}.

The fumble one is really hard but you should look into the "if-section" of the HelpMe: DiceParser If

Minus 1d100 if fumble(Between 1 and 5): 1d100i.[1-5]{-1d100}

  • 2
    \$\begingroup\$ Can you explain how you use that to explode on the sequentially-increasing-values-each time that behavior 1 in the question lists? It sounds like the need is more complicated than just exploding on >90. \$\endgroup\$
    – user37158
    Commented Aug 28, 2019 at 14:56
  • \$\begingroup\$ From what I can see it is not possible since the system cannot handle variables \$\endgroup\$
    – Hiplobbe
    Commented Aug 29, 2019 at 6:37
  • \$\begingroup\$ Rolisteam does have macros that can use regular expressions. \$\endgroup\$
    – Stackstuck
    Commented Aug 29, 2019 at 16:38

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