Myth-Weavers Help Generators

Dice Rolling

Myth-Weavers has a built-in dice roller wired directly into the posting experience. Rolls are server-side, timestamped, and tamper-proof. This makes it easy for GMs and players alike to keep track of previous rolls and combat in the play-by-post style.

The dice roller is designed to mimic the real table. You roll dice while crafting your post rather than having to wait for the post to save to see the results. Rolls are immediately permanent parts of the topic's timeline; they can't be hidden from the GM or other players (though hidden rolls can be later revealed). No cheating!

How to roll

In any topic, open the Dice Roller panel. Standard dice notation:

Type, click Roll, or use ⌘/Ctrl+Enter for the keyboard shortcut. Not sure of the syntax? The ? Syntax button on the dice panel opens a quick reference.

Rolling the same thing again? Recent, next to Syntax, lists the last 25 rolls you made in this game, newest first: dice, card draws, table rolls and symbol-dice pools. Pick one and it's queued again, label and all. It only ever shows what you typed, never a result, so a blind roll stays blind.

The Roll inline dice dialog in the post editor has a Recent button too. An inline roll is a single dice roll, so there it lists only your dice expressions. Picking one fills in the box; nothing is rolled until you click Roll.

A single roll line is capped at 200 dice (counting any rerolls or exploding dice it generates) — well beyond any normal roll. If you exceed it, the roll is rejected with a "maximum of 200 dice" message and nothing is posted; split it into smaller rolls.

The Random tab of the reply composer, with an expression typed but not yet rolled. The live readout confirms the syntax before you commit.
The Random tab of the reply composer, with an expression typed but not yet rolled. The live readout confirms the syntax before you commit.

Notation in detail

The standard formula is [number]d[sides][operation][modifier] — 1d20+3 rolls one d20 and adds 3.

Functions

More complex rolls use function-call syntax: the function name wraps the dice in parentheses, e.g. keep(4d6,highest,3). Two rules apply throughout:

Throughout, order is highest or lowest and direction is above, below, or both.

keep / drop

keep(dice, order, number) rolls the dice and keeps the number highest or lowest; drop(dice, order, number) discards them instead. Omit number and one die is kept/dropped. keep and drop are inverses — keep-highest-3 of 4d6 equals drop-lowest-1.

sort

sort(dice, order) returns the rolled dice sorted highest-to-lowest or lowest-to-highest — sort(4d6,highest).

reroll

reroll(dice, threshold, direction, count, budget) rerolls any die at or beyond the threshold. With below, dice at or under the threshold are rerolled; with above, dice at or over it. count caps how many times each die is rerolled — omit it (or use 0) for unlimited. Default direction is below.

budget caps the rerolls for the whole roll rather than each die. Every qualifying die gets one reroll before any die gets a second, so a budget of 2 rerolls two different 1s if you rolled two, or the same die twice if you rolled only one. Whatever is left when the budget runs out is kept.

explode

explode(dice, threshold, count) — for each die at or above the threshold, roll an extra die; if that one also reaches the threshold it explodes again. count limits the chain (omit or 0 for unlimited) — explode(3d6,6).

success / failure

success(dice, threshold, direction, cancel, bonus) counts how many dice meet the criteria. above counts dice at or over the threshold; below, at or under it. Set cancel to yes to let each 1 cancel a success, and bonus to yes to add a success for each maximum die rolled. Both default to no.

failure(dice, threshold) counts dice at or below the threshold — the same as success(dice, threshold, below).

repeat

repeat(expression, count) runs the whole expression count times and returns a list of results. Because the result is a list, you can't add to it at the top level — put any modifier inside: write repeat(keep(4d6,highest,3)+4,6), not repeat(keep(4d6,highest,3),6)+4.

min / max

max(value, value, …) gives the highest of two or more values and min(value, value, …) the lowest. A value can be a number, dice (their total), or a repeat list (every result in it). The dice still appear in the roll, so everyone sees what was actually rolled.

round

round(value) rounds to the nearest whole number, with halves rounding away from zero (2.5 becomes 3, and −2.5 becomes −3). Division can leave a fraction, so round goes around it: round(3d6/2) halves a 3d6 roll to the nearest point. To always round down or up instead, use floor(…) or ceil(…).

stress

stress(dice, success, disaster, base) counts successes (dice at or over success) and disasters (dice at or under disaster, 1 if you leave it out) on the same roll, and reports both. Optional base dice count toward successes but never as disasters — so a whole roll that mixes ordinary dice and stress dice is one line.

Game systems

Several systems have dedicated roll functions:

If you'd rather not type them, every system below also has a form under Wizard in the Random tab. Pick it from System, fill in the boxes, and press Add Roll. The Wizard's Standard form can also build round, max (as at least), min (as at most) and a reroll's total budget.

Common rolls

Paste these straight into the panel (rename the label before the colon to taste):

Visibility

Decide who sees the result before you roll:

The pending-and-claim flow

After rolling, the result sits in your Pending Rolls panel. Pending rolls aren't attached to any post yet — they're staged.

This is the core dice mechanic: roll first, then write the post and claim the rolls you want to attach. The rolls appear inline in the timeline, timestamped to when they were originally rolled, not when you claimed them. That way the correct rolls show up when that action was taken, so the GM can see exactly when something was rolled.

Rolls you have made but not yet posted. Tick the ones that should ride along with your reply.
Rolls you have made but not yet posted. Tick the ones that should ride along with your reply.
The whole staging step end to end: type an expression, roll it, and watch the result land in Pending Rolls ready to be claimed.
Why pending-and-claim matters

PBP runs on trust, but pure trust scales badly across years and dozens of players. The pending-and-claim model makes the trust mechanical: every roll is permanently recorded and timestamped at the moment of rolling, not the moment of claiming. A GM can see that someone rolled six times in a topic and claimed two — visible, not necessarily punishable, but a basis for a conversation if the pattern matters. Most players never need to think about it; it's there for the rare case where it does.

In the timeline

Claimed rolls show up inline in the topic, in chronological order. Each displays:

A roll you place inside the text of your post works the same way. If the roll is GM-only, blind or a whisper, a small GM only, Blind or Whisper tag appears beside it. You can see your own GM-only result, and the tag tells you the other players can't.

To cross out a roll inside your post — say, one you rerolled with a character ability — click it in the editor and tick Strikethrough. The line through it is only a marker: the roll itself and its result stay exactly as they were rolled.

A claimed roll set rendered under the post it belongs to, one numbered row per roll.
A claimed roll set rendered under the post it belongs to, one numbered row per roll.

[GM]

Adding a roll a player forgot. If a player wrote their post but forgot to claim the roll, you don't have to make them redo it. Roll the dice yourself in that topic's dice panel — the result lands in the timeline as an unclaimed roll. On that roll's card, Claim into player's post above attaches it to the post directly above (the buttons name whose post they target, so you always know where it's going). Because you're a GM you can claim into any member's post in your game, not just your own.

Undoing a claim. Claimed the roll into the wrong post? Open the roll's Show details (in the roll panel under the post) and use Detach from post. The roll pops back out to the timeline at its original spot, ready to claim again. Anyone who can edit the post can detach a roll from it.

Drawing cards

Some games want cards rather than dice — Savage Worlds initiative, a tarot spread, a Deck of Many Things, a homebrew oracle. The Cards mode of the Random tab draws them, and the result lands in the timeline exactly like a roll: same claiming, same visibility options, same permanence.

Pick a deck, choose how many cards, and press Add Draw. The draw joins whatever else you have queued — you can queue two dice rolls and a card draw and commit them together, in order.

The Draw Cards panel, as a GM sees it. Pick a deck, set how many, and add the draw to the queue — or deal one card to each character at once.
The Draw Cards panel, as a GM sees it. Pick a deck, set how many, and add the draw to the queue — or deal one card to each character at once.

One each deals a separate card to everyone at the table in one click — the button shows the count, so for a four-player game it reads One each (4 players). Each draw is its own row, labelled with who it's for, so the result reads as an initiative order rather than an anonymous handful of cards. If the deck is set to stay open, all of them come from the same deck, so nobody can be dealt the same card twice.

[GM]

When your players have characters linked to the game, One each deals one card per character, labelled with the character's name — so a player running two PCs gets two cards. Your own characters aren't dealt in (add a draw by hand for NPCs), and neither are characters of players who have left the game. With no characters linked, it deals one per player as above.

You can also type a draw instead of using the picker. The Type tab takes card lines alongside dice, one per line:

Attack:1d20+5
Initiative:draw 1 from @blackrock-initiative

Preview only covers the dice — a card draw has no preview, because drawing a card really does take it out of the deck.

Every game can use the standard decks: a 52-card deck, one with jokers, a full tarot deck, a tarot deck of just the 22 major arcana, the Savage Worlds action deck, and a Savage Worlds deck with four jokers instead of two. A GM can add decks of their own; see below. Community-forum topics can draw from the standard decks too — game decks and open decks need a game.

A committed draw. The cards render as faces, and the detail column names the deck and how many are left in it.
A committed draw. The cards render as faces, and the detail column names the deck and how many are left in it.

Decks that stay open

By default each draw is independent: the deck is shuffled fresh, so drawing three cards twice in a row can give you the same card twice. That matches how dice work, and it's what you want for a tarot reading or a one-off omen.

For initiative, you want the opposite — a deck that remembers what's already been dealt. Tick Keep this deck open for this topic when you draw, and the deck stays open: subsequent draws come from what's left, and the panel shows how many cards remain.

An open deck belongs to the topic it was opened in, so two simultaneous combats in two threads each get their own without anyone having to think about it. You can have several open at once in the same topic.

Decks stay open inside a game. In the community forums there is no game to hold one, so draws there are always independent — you get the standard decks and a fresh shuffle every time, and no "keep this deck open" option.

[GM]

Reshuffling and closing. With an open deck selected, you get two extra buttons. Reshuffle returns every card and starts a fresh shuffle — that's the one you want when Savage Worlds tells you to reshuffle at the end of a round in which a Joker was dealt. Close stops any further drawing.

Neither one touches history. Draws already made stay in the topic, exactly as they were, forever — closing a deck, deleting a deck, or editing one never changes a card that was already dealt.

Why deleting a draw doesn't put the card back. If you delete a card draw, the card stays spent. Returning it would let a card that players have already seen come back around, which is the card equivalent of quietly rerolling. If you need cards back, reshuffle — it's visible to everyone, which is the point.

A note on the count. The "cards left" number is worked out per person. A GM-only draw doesn't move it for the players, because otherwise the number would give away that a hidden draw happened. Your count is the true one; theirs may read high.

Making your own decks

[GM]

Manage Game → Decks & Tables is where a game's own decks live. Write one card per line:

A♠  Ace of Spades
🐉  Ancient Dragon | A wyrm of the old world
The Fool

Start a line with an emoji or symbol followed by two spaces to give the card a face; anything after a | is a description. Card images beyond emoji aren't supported yet.

Editing a deck never disturbs a game in progress — a deck already open in a topic keeps playing with the cards it was opened with.

Range tables

Some games read a roll against a chart instead of using the number directly. Godbound's damage chart turns a 1 into 0 damage, 2–5 into 1, 6–9 into 2 and 10 or more into 4. Powered by the Apocalypse games turn 6 or less into a miss, 7–9 into a partial success and 10+ into a full success. A range table does that reading for you: roll it, and the result shows the total and the outcome.

To roll one, pick Table in the Random tab, choose the table, and press Add Roll. It joins whatever else you have queued, just like dice and cards. You can leave Dice empty to use the table's own dice, or roll something else against it, such as Godbound's d8 Fray Die against the same damage chart. Add a Modifier for things like a PbtA stat bonus.

You can also type a table roll in the Type box. Write the table's name in lower case with hyphens for spaces, so a table called "Godbound damage" is godbound-damage:

If a roll lands off the chart, for example a modifier pushes it past the last line, the result says no outcome and shows the total. It never guesses the nearest line.

[GM]

Manage Game → Decks & Tables has a Range tables list. Give the table a name and its usual dice, then write the ranges the way the rulebook does, one per line:

1 = 0
2-5 = 1
6-9 = 2
10+ = 4

3 = … is a single number, 2-5 = … a span, 10+ = … "10 or more" and 6- = … "6 or less". The outcome can be a number or words (7-9 = partial success).

Saving checks the table. Every roll of the table's dice has to land on exactly one line, so a gap (nothing covers a 5) or an overlap (a 5 matches two lines) is refused. The editor lists every problem at once, with its line. A line the table's own dice can never reach is allowed, with a note, because other dice may be rolled against it.

Rolling on another table. A line can send the roll on to a second table: 10 = roll Rare loot. The second table rolls its own dice, and the result shows each step, e.g. [10] = 10 → Rare loot: [4] = 4 → a gem. A roll can pass through at most three tables. Saving refuses a name that matches no table, a name that both your game and the site-wide tables use, and anything that would loop back on itself. If you rename "Rare loot", tables that roll on it update to the new name automatically. If you delete it, those lines roll as table removed until you fix them. To use the words "roll again" as an outcome, put them in quotes: 7-9 = "roll again".

Symbol dice

Narrative systems roll dice whose faces show symbols instead of numbers — successes, advantages, threats — and a roll is a pool of several kinds of die at once. The built-in genesys(…) and ffgsw(…) cover those two games. For any other system, a GM can make the dice.

To roll, pick Symbols in the Random tab, enter how many of each die you want (say 2 Ability and 1 Difficulty), and press Add Roll. The whole pool is one roll: the result shows every face that came up, then the net total, e.g. Ability: success, blank · Difficulty: failure → nothing (all cancelled). You can also type it, naming each die the same way as a typed table: Check:pool 2 ability + 1 difficulty.

[GM]

Manage Game → Decks & Tables has a Symbol dice list. Write the die one face per line:

blank
success
2 success
success, advantage
advantage
opposites: success / failure, advantage / threat

Separate symbols on a face with commas, put a number in front for more than one, and write blank for an empty face. Six lines make a six-sided die.

The opposites: line names symbols that cancel each other, one for one, when the pool is rolled: 3 successes and 1 failure net to 2 successes. A pair declared by any die in the pool applies to the whole pool, so the Difficulty die doesn't need to repeat what the Ability die says.

Dice jail

Some rolls deserve punishment. Open a roll's Show details and choose Put in dice jail: the roll gets a small jailed mark that everyone who can see it sees. It's purely a mark, so the result, where it's claimed and who can see it all stay exactly as they were. Free from dice jail takes the mark off again.

Only the person who rolled can jail their own roll; a GM can't jail yours.

Roll history

Every roll is permanently recorded. The full roll history for a topic shows every roll ever made there — who, what, the results, the visibility. Useful for the rare audit and for the always-interesting "wait, when did Jen's character last crit?" stats.​

Next steps

Your character probably needs a home. Characters, Resources, and Maps covers sheet linking, wiki pages, and the rest.