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Every die roll starts with !r
followed by a space - that tells the bot to pay attention and read the rest of the line. It will ignore any other messages. You can use the !r
command in any channel where Clattr is active. When it finishes calculating your roll it will @you with the result and delete your original message, keeping things tidy.
You can also use Clattr via DM if you need to roll privately; just open a DM channel with it. It is not allowed to delete your original command in DM.
Card commands start with !c
followed by a space, the command, and optionally a deck name if you need to have multiple decks in play. Clattr doesn't just generate a random playing card - it uses a fully simulated deck, with a stock, discard pile, and a strongly randomized shuffling algorithm (Fisher-Yates). Decks start out shuffled, can be re-shuffled manually, and automatically reshuffle when the stock is depleted. Decks include 2 jokers - if your game doesn't need jokers, just ignore them for now.
Each guild (discord server) shares its decks, so if you have multiple games running in the same guild it would be wise to label your decks by game. Direct messages with the Clattr-bot have their own private decks.
Note the card system is still under development, and does not yet support hands, op/dealer privileges, or anything like that. It's good for simple tasks but won't work for most playing card games.
Use d
type (polyhedral) dice.
Example | description |
---|---|
!r d20+7 #persuasion |
roll a persuasion check |
!r 8d6 #fireball |
roll damage for a fireball |
!r 2d20k1+7 #hit, 1d4+3d6+4 #sneak attack |
roll to hit with advantage + sneak attack damage |
!r d4+1 #1, 1d4+1 #2, 1d4+1 #3 |
roll magic missile with individual targets |
!r 2d20l1-1 #con save |
roll a constitution save with disadvantage |
!r d20+7+d4 #blessed :) |
roll under the effects of bless |
!r d20+7-d4 #bane :( |
roll under the effects of bane |
!r d20!l1 #hit |
roll 1d20 with critical hit support (keeping the second result on a 20), for 2nd/3rd Edition & Pathfinder |
!r d20!18l1 #hit |
roll 1d20 that crits on 18-20, clever girl |
Use p
type (pool) dice. Pool dice default to d10s, so when playing storyteller you don't need to specify the die size.
Example | description |
---|---|
!r 5p |
roll a pool of 10-sided dice with a target of 8-10 |
!r 5pt7 |
roll a pool of 10-sided dice with a target of 7-10, if you're special |
You'll have to specify p6 for your shadowrun dice, but you can make them explode!
Example | description |
---|---|
!r 3p6! #firearms |
roll a pool of three 6-sided exploding dice |
Fate dice (type f
) default to a pool of 4, so you can omit the dice count usually. Clattr will display them as +
, -
, and
in the results.
Example | description |
---|---|
!r f+3 #athletics |
do an athletics check |
!r 6f+3 #extra dice |
if you need to roll more than 4 fate dice, you can do that |
Use w
type (wild) dice for Trait tests. Note that w
applies exploding rules automatically, but for exploding
damage and other non-Trait rolls you need to use the '!' (exploding) modifier.
Example | description |
---|---|
!r w8+2 #survival |
A ranger adding his Woodsman survival bonus |
!r w10w8 #shooting, 3d6!+4 #damage |
An Interface Zero agent with a smart weapon system, using his custom Wild Die size |
When rolling, you can polyhedral dice (d
), dice pools (p
), wild dice (w
) or fate dice (f
). You can also use plain numbers (for modifiers and other math).
The format for dice <number of dice><die type><die size><special modifiers>
. so:
roll | result |
---|---|
!r 1d20 |
@you rolled 12 ::: (1d20 [12] = 12) |
!r 4p10 |
@you rolled 2 ::: (4p10 [1,10,6,8] = 2) |
!r 4f |
@you rolled 1 ::: (4f [[+],[+],[ ],[-]] = 1) |
!r 10 |
@you rolled 10 ::: (10) |
Dice pools support target numbers:
roll | result |
---|---|
!r 5p10t7 |
@you rolled 3 ::: (5p10t7 [10,2,7,4,9] = 3) |
Adding (+
), subtracting (+
), multiplying (*
) and dividing (/
) are easy:
roll | result |
---|---|
!r 1d20+7 |
@you rolled 22 ::: (1d20 [15] + 7 = 22) |
!r 1d20-2 |
@you rolled 3 ::: (1d20 [5] - 2 = 3) |
!r 1d20*2 |
@you rolled 22 ::: (1d20 [11] * 2 = 22) |
!r 1d20/2 |
@you rolled 9.5 ::: (1d20 [19] / 2 = 9.5) |
You can also use math on dice rolls:
roll | result |
---|---|
!r 1d6+1d4 |
@you rolled 4 ::: (1d6 [3] + 1d4 [1] = 4) |
!r 3p10+4p6 |
@you rolled 3 ::: (3p10 [3,5,8] + 4p6 [3,6,6] = 3) |
Math operations are simple left-to-right order, so if you do 3+4*2+3
you'll get 3+4=7 -> 7*2=14 -> 14+3=17
You can use keep-the-highest (k
), keep-the-lowest (l
), and explode (!
) dice.
roll | result |
---|---|
!r 2d20k1 |
@you rolled 16 ::: (2d20k1 [3,16] = 16) |
!r 2d20l1 |
@you rolled 5 ::: (2d20l1 [5,19] = 5) |
!r 1d20! |
@you rolled 23 ::: (1d20! [20,3] = 23) |
You can set a target and maximum for exploding dice:
roll | result |
---|---|
!r 1d20!19 |
@you rolled 43 ::: (1d20!19 [20,19,4] = 43) |
!r 1d20!19m1 |
@you rolled 39 ::: (1d20!19m1 [20,19] = 39) |
The maximum number of explosions for a single die is 5. This is to stop clever and crazy people from crashing the bot with infinite 1d1
explosions, sorry :)
For keeping the lowest / highest dice, you can keep more than one:
roll | result |
---|---|
!r 3d20k2 |
@you rolled 22 ::: (3p20k2 [5,10,12] = 22) |
!r 3p20l2 |
@you rolled 14 ::: (3p20l2 [8,6,12] = 14) |
Special rules can be combined, and are executed in order.
roll | result |
---|---|
!r 1d20!l1 |
@you rolled 8 ::: (1d20!l1 [20,8] = 8) |
Some Savage Worlds settings provide edges or gear that increases your wild die size. You can add a second w#
to a wild roll to modify your wild die.
roll | result |
---|---|
!r w10w6 |
@you rolled 22 ::: (w10w6 [7,6,3] = 9) |
!r w4w8 |
@you rolled 14 ::: (w6w6 [4,3,6] = 7) |
You can make separate rolls in a single command and display the results individually.
roll | result |
---|---|
!r 1d20+7, 1d6+1 |
@you rolled 12, 4 ::: (1d20 [5] + 7 = 12), (1d6 [3] + 1 = 4) |
Add a tag to label your rolls using #
roll | result |
---|---|
!r 1d20+7 #to hit |
@you rolled to hit: 17 ::: (1d20 [10] + 7 = 17) |
You can tag each roll in a multi-roll command:
roll | result |
---|---|
!r 1d20+7 #to hit, 1d6+1 #damage |
@you rolled to hit: 17, damage: 4 ::: (1d20 [10] + 7 = 17), (1d6 [3] + 1 = 4) |
count | type | size | target | rule | tag | result | |
---|---|---|---|---|---|---|---|
accepts | [int] | d,p,f,w | [int] | t[int] | !,k,l[int],w[int] | +/-[int] | |
Examples | |||||||
3d6 |
3 | d | 6 | ! | roll 3 d6 and sum the result | ||
1d20 #hit |
1 | d | 20 | hit | roll 1d20, with the tag 'hit' | ||
2d20k1 |
2 | d | 20 | k1 | roll 2 d20s, keep the highest | ||
4d20l2 |
2 | d | 20 | l2 | roll 2 d20s, keep the lowest 2 | ||
3d |
3 | d | [6] | roll 3 dice (defaulting to d6) | |||
3d6! |
3 | d | 6 | ! | roll 3 exploding d6s | ||
3d6!5 |
3 | d | 6 | !5 | roll 3 exploding d6s that explode on 5 or 6 | ||
3d6!m1 |
3 | d | 6 | !m1 | roll 3 exploding d6s, but they only explode once | ||
3d6!5m1 |
3 | d | 6 | !5m1 | roll 3 exploding d6s that explode once on 5 or 6 | ||
3d6!5m1k2 |
3 | d | 6 | !5m1k2 | roll 3 exploding d6s that explode once on 5 or 6, keep the highest 2 | ||
3p6t4 |
3 | p | 6 | t4 | roll a pool of 3d6, counting 4 or higher as a hit | ||
3p6 |
3 | p | 6 | [4] | roll a pool of 3d6 (defaulting to target of 4-6) | ||
3p |
3 | p | [10] | [8] | roll a pool of 3 dice (defaulting to d10, target of 8-10) | ||
3p6t4! |
3 | p | 6 | t4 | ! | roll a pool of 3d6, counting 4 or higher as a hit, exploding on 6 | |
4f |
4 | f | [3] | roll 4 fate dice | |||
f |
[4] | f | [3] | roll fate dice, defaulting to 4 dice | |||
w8 |
[1] | w | 8 | roll a d8 and a d6 wild die, both exploding | |||
w8w6 |
[1] | w | 8 | w8 | roll a d8 and a d8 wild die, both exploding |
required | value | description | |
---|---|---|---|
count | no | 1-30 | the number of dice to roll. polyhedral, wild and pool dice (d , w , p ) default to 1 die, fate (f ) default to 4. |
type | yes |
d , p , w or f
|
roll as individual dice and add their values (d ), as a pool and count the hits (p ), or roll fate dice (f ) |
size | no | 1-100 | the size of the die to roll - defaults to 6 for type d and w , 10 for type p , and 3 for fate (displayed as '+', ' ', and '-') |
target | sometimes | any whole number | the target number to count as a hit, defaulting to roughly the top 1/4th to 1/3rd of the die size |
rule | no |
! , k , w or l
|
special rules for how the dice should be handled - exploding (! ), keep the highest (k ), keep the lowest (l ) |
rule value | no | any whole number | for exploding dice, any die equal or higher than this will explode, for keep lower/higher, the number of dice to keep |
max | no |
m , 1-5 |
for exploding dice, the number of times a die can explode (default 5, and can't be set higher than 5) |
tag | no |
# , text |
a tag to add to the roll group, can be almost any character except ,
|