This R package provides a simple way to make all sorts of dice rolls using syntax inspired from tabletop roleplaying games like Dungeons & Dragons.
# install.packages("remotes")
remotes::install_github("felixmil/rollr")
library(rollr)
roll_dice("1d12") # rolls one 12-sided dice
roll_dice("1d20+2") # roll one 20-sided dice then adds 2
roll_dice("2d10 + 1d4") # rolls two 10-sided dice and one 4-sided diced and sums their results
roll_dice("4d6h3") # rolls four 6-sided dice and sum the 3 highests
roll_dice("2d20l1") # rolls two 20-sided dice and keeps the lowest one
in Dungeon & Dragons 5th Edition, ability scores are set by rolling 4d6 (four 6-sided dice) and keeping the 3 highest ones (ability scores can range between 3 and 18).
Let’s say we want to create a new character: Dunrill, a strong and muscular Dwarf. We roll our first set of 4 6-sided dice and keep the 3 highests.
library(rollr)
set.seed(42)
roll_results <- roll_dice("4d6h3", roll_history = TRUE)
#> Evaluating "4d6h3"
#> ==========
#> rolls: 1, 5, 1, 1
#> keeping 3 highest(s): 5, 1, 1
#> ==========
#> Result is 7
That’s a 7. Now, the same roll (4d6h3) must be reproduced 5 more times:
more_roll_results <- replicate(5, roll_dice("4d6h3"))
all_results <- c(roll_results, more_roll_results)
print(all_results)
#> [1] 7 8 10 12 7 15
Now, we can assign these 6 values to Dunrill abilities (Strength, Dexterity, Constitution…) move on with character creation.
But were we lucky rolling these values: 7, 8, 10, 12, 7, 15 ?
To know that, we’ll simulate 9999 4d6h3 rolls and approximate the probability distribution.
random_rolls <- replicate(9999, roll_dice("4d6h3"))
Probability distribution for 4d6h3 looks like this:
Distribution’s mode is 13, however, the mean of our rolls is 9.83:
Features list derivated from Sidekick
[x] /r 1d8 + 2
- Roll one octahedron and add two.
[x] /r 1d8 + 4d6
- Roll one octahedron and four hexahedrons.
[x] /r 2d20h1
- Roll twice and keep the highest roll (D\&D 5e
advantage).
[x] /r 2d20h1 + 2
- Roll twice and keep the highest roll, with a
modifier (D\&D 5e advantage).
[x] /r 4d6h3
- Roll four hexahedrons and keep the highest three
(D\&D 5e ability roll).
[x] /r 2d20l1
- Roll twice and keep the lowest roll (D\&D 5e
disadvantage).
[x] /r 1d20r1
- Roll twenty, reroll on one (because halflings are
lucky).
[x] /r 3d6!
- Exploding dice.
[x] /r 2d6>=5
- Roll two hexahedrons and take only the ones that
turned greater or equal to five (aka difficulty check). Prints the
number of successes.
[x] /r 4d6=5
- So can this guy roll five?
[ ] /r 3d10>=6f1
- oWoD roll: rolling one is a failure, rolling
more failures than successes is a botch.
[ ] /r 1d10>=8f1f2
- Rolling one or two is a failure.
[ ] /r 4dF
- Fudge/Fate
dice.
[ ] /r 1d10!>9
- Explode nine and ten.
[ ] /r 3d10!>=8
- nWoD roll: tens explode, eights and up are
treated like a success.
[ ] /r 1d10t10
- If a ten is rolled then count it twice.
[ ] /r repeat (4d6k3, 6)
- Roll D\&D 5e ability score six times
(to generate a new character).
[ ] /r repeat (d6, 3, brief)
- In Nomine. 1, 1, 1.
[ ] /r repeat (1d20+1, 5, short sum)
- Sum the rolls.
[ ] /r ova (5)
- OVA. 6, 6, 1, 1, 1 = 12.
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