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:
1d20— one twenty-sided die2d6+3— two d6, sum, add 31d20+1d6— combine dice anywhere a number can gokeep(4d6,highest,3)— four d6, keep the highest three (the classic D&D ability score)Attack Roll:1d20+5— put a label before a colon so you (and everyone else) remember what the roll was forInit:1d20+4;1d6— separate multiple expressions under one label with a semicolon
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.
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.
Notation in detail
The standard formula is [number]d[sides][operation][modifier] — 1d20+3 rolls one d20 and adds 3.
- Arithmetic: add, subtract, multiply, and divide —
2d6+3,1d8-1,1d6*2,2d10/2. - Combine dice anywhere a number can go —
1d6+1d8,1d10*1d10,1d6*1d6+3+1d10. - Labels go before a colon and are required in the panel —
Attack:1d20+5. - Multiple expressions under one label, separated by semicolons —
Attack:1d20+4;1d6+2rolls both and reports each result.
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:
- A flat modifier goes after the closing parenthesis, not inside —
keep(2d20,highest)+3works, butkeep(2d20+3,highest)errors (the first argument must be dice, not an expression). - Functions nest — the dice argument can itself be a function, e.g.
drop(reroll(4d6,1,below),lowest).
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.
keep(4d6,highest,3)— the classic D&D ability score (keep the best 3 of 4d6)keep(2d20,highest)/keep(2d20,lowest)— D&D 5e advantage / disadvantage
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) 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.
reroll(6d6,3)— reroll any 1, 2, or 3 until it comes up 4 or higherreroll(4d6,1,below,1)— reroll 1s, but only once each (keep the second result even if it's another 1)
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.
success(5d10,8,above)— count dice that rolled 8 or highersuccess(explode(5d10,10),8,above,no,no)— New World of Darkness pool (10s explode, 8+ are successes)
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.
repeat(3d6,6)— roll 3d6 six times (D&D ability scores)repeat(drop(4d6,lowest),6)— 4d6-drop-lowest, six times
Game systems
Several systems have dedicated roll functions:
age(modifier, target)— Adventure Game Engine. Rolls 2d6 plus a stunt d6, adds the modifier, and compares to the target if one is given. Doubles trigger a[STUNT: x]result.arsmagica(modifier)/arsmagica(modifier, botches)— Ars Magica. The plain form rolls 1d10 + modifier (a 10 counts as 10). Add a botch-dice count for the stress mechanic: a 10 becomes 0 and rolls that many botch dice (a 0 on any is a botch); a 1 explodes, doubling the multiplier for each consecutive 1.fate(modifier)— Fate / Fudge. Rolls 4dF and adds the modifier; usefate(0)for no modifier.genesys(ability, proficiency, boost, difficulty, challenge, setback, success, advantage, triumph, failure, threat, despair)— Genesys narrative dice (outputs symbol dice).l5r(ring, skill)— Legend of the Five Rings 5e (outputs symbol dice).ore(pool, hard, wiggle, expert…)— One-Roll Engine. Counts of pool, hard, and wiggle dice; add as many expert-die values as you need, comma-separated.rollandkeep(rolled, kept, explode, raises, free, target)— Roll & Keep (7th Sea, older L5R).rolledandkeptare d10 counts;explode(yes/no) re-rolls 10s into the pool;raisesraise the target in +5 steps;freeadds +5 bonuses;targetis the difficulty to meet or beat.tor(sixes, weary, favor)— The One Ring. Rolls that many d6 plus a d12 (2d12 keep-highest withfavor, keep-lowest withill).wearyset toyeszeroes d6 results under 4. On the d12, the Eye of Sauron is 0 and the Gandalf rune is an automatic 10.ffgsw(ability, proficiency, boost, difficulty, challenge, setback, force, success, advantage, triumph, failure, threat, despair, light, dark)— Fantasy Flight Games Star Wars narrative dice.savage(trait, wild, modifier, tn)— Savage Worlds trait roll. Rolls the trait die and a Wild Die (defaults to a d6); both "ace" (a maximum face re-rolls and adds, repeating), and the higher total is kept. Adds the modifier and compares to the target number (defaults to4); every full4over the target is a raise. A natural1on both dice is a critical failure. Setwildto0for an Extra (no Wild Die — then a natural1on the lone die is the critical failure). Example:savage(8,6,2,4)rolls a d8 trait + d6 Wild, +2, vs TN 4.savagedmg(count, size, modifier, toughness)— Savage Worlds damage. Rolls the damage dice, which all ace, and sums them plus the modifier (no Wild Die). Add atoughnessto compare: meeting or beating it isShaken, and every4over it is a wound. Example:savagedmg(2,6,1,7)rolls 2d6 (acing), +1, vs Toughness 7.wfrp(tn, attack)— Warhammer Fantasy Roleplay. Rolls d100 against the target number; you succeed by rolling at or under it, and the degrees of success are counted in tens (e.g. TN 60, roll 20 → 5). Setattacktoyesto also reverse the roll's digits for a hit location (Head / Left Arm / Right Arm / Body / Left Leg / Right Leg) and flag doubles as a critical. Example:wfrp(60)for a skill test,wfrp(60,yes)for an attack.
Common rolls
Paste these straight into the panel (rename the label before the colon to taste):
- Ability scores (3d6 ×6):
Ability Scores:repeat(3d6,6) - Ability scores (4d6 drop lowest ×6):
Ability Scores:repeat(drop(4d6,lowest),6) - Ability scores (4d6, reroll 1s, drop lowest ×6):
Ability Scores:repeat(drop(reroll(4d6,1,below),lowest),6) - Attack and damage:
Attack and Damage:1d20+5;1d6+2 - D20 with advantage:
Attack with Advantage:keep(2d20,highest)+3 - D20 with disadvantage:
Attack with Disadvantage:keep(2d20,lowest)+3 - New World of Darkness pool:
Strength + Athletics:success(explode(5d10,10),8,above,no,no) - Savage Worlds trait roll (d8 + Wild d6 vs TN 4):
Fighting:savage(8) - Savage Worlds damage:
Damage:savagedmg(2,6) - Warhammer skill test (TN 60):
Skill Test:wfrp(60)
Visibility
Decide who sees the result before you roll:
- Everyone (default) — the roll and result are visible to all topic readers.
- GM Only — only you and the GM(s) see the roll and the result. GM-rolled GM-only rolls are invisible to all players. Useful for random encounters, secret events, and the like.
- Blind — you see that you rolled but not the result; only the GM(s) see the actual number. Useful for perception checks, saves, anything where the player should be in the dark.
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.
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:
- Who rolled and when
- The dice expression and label
- Individual die results and the total
- A visibility indicator if the roll is GM-only or blind
[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.
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.