SRDiceRoller Application

The SRDiceRoller application helps you handle all the dice rolling needs for a group of Shadowrun characters. It can create multiple dice roller files in which you can store character information between gaming sessions. Each dice roller file can contain any number of condition monitors, pools, reactions and skills. You can easily share dice roller files among many people using the SRDiceRoller application.

Typically you can use one dice roller file to represent one character. In this manner only the condition monitors, pools, reactions, and skills associated with one character will be in a file. Each character would have its own file. And the team karma pool (if any) can be kept in yet another file. This allows a good separation between characters. However, this need not be done and multiple characters can be kept in the same file. The choice is yours.

Each dice roller file is represented by one window. Within that window is a tab view containing the condition monitors, pools and reactions. Below the tab view is a large scroll view containing skills. Within each separate section all items appear in alphabetical order.

General Information

All actions except rolling dice are undoable. Note that the use of pool when rolling dice is actually undoable. Therefore, if you roll dice using a pool and choose undo, the pool dice will be restored but the roll will not disappear.

Saving a dice roller file saves the state of all its items except for the roll results. So you should be able to save the file in the middle of a combat and when you come back to it all the pools will be where they were when gaming last stopped.

Adding an object should always be permitted. For example, you should always be permitted to add a skill to a file.

Certain operations are only available on selected objects. For example, to delete and object you need to select it. To select an object you should click in it on an area that is not a user interface element. When the object is selected it will display hash marks in its background. To unselect an object you either select a different object or click on the object once again.

Some user interface elements are disabled if they are not usable. This can happen, for example, if no pool is associated with a skill or if there are no failures to reroll.

Preferences allow some flavor in how the application runs, with choices in the manner in which dice are rolled, whether pool dice are limited to skill dice, and whether a single initiative dice is rolled open-ended.

You can roll some open-ended dice by using the main menu's Roll Dice menu item. A panel is presented where you can enter the number of dice to roll, and the results from the roll are shown in the scroll view. This is an easy way to determine, for example, the direction that grenades roll without having to make a bogus skill for it.

You can clone a dice roller file with the Clone menu item. This makes an exact replica of all the objects in the current file in a new file. This can be very useful for the gamemaster that has a template for an NPC and just wants to have a few of them easily available for game play.

When a non-initiative roll is made there are two results: (1) the number of successes, and (2) the actual rolls themselves. If a target number is specified for the roll, the number of results is presented in the user interface. For skills, the actual rolls are also presented in the user interface, while for surprise and initiative rolls, the actual rolls are accessed in a sheet. When an initiative roll is made the total of the initiative dice, plus the reaction, plus the current damage modifier (if any) is displayed in the user interface. For the actual rolls that are displayed, the scroll view in which they appear has them sorted from highest to lowest. Each roll is numbered in order. Each roll can also display three pieces of information: (1) whether it is a pool die, (2) how many times the die has been rerolled, and (3) whether it is not an open-ended die.

Condition Monitors

Condition Monitors represent the amount of damage something has received. As damage is recorded, the total damage modifier is computed taking into account immunity from pain of damage. Immunity is recorded separately for Stun and Physical damage because, for example, the Adept power Pain Resistance works on both Stun and Physical, while the spell Resist Pain only works against Physical damage.

Condition Monitors can be associated with Reactions and Skills. When this is done, the target numbers for surprise rolls and for skill rolls will take into account the current damage modifier from the associated condition monitor.

Creating Condition Monitors

On the panel that appears you specify the name of the condition monitor and the number of body dice associated with the condition monitor. This body dice number is used to create the number of overflow damage boxes on the condition monitor. Note however, that the condition monitor only displays up to ten overflow damage boxes.

Deleting Condition Monitors

If you have any reactions or skills associated with a condition monitor that you want to delete you will be presented with a panel allowing you to delete the associated objects or clear the condition monitor from the associated objects. If you clear the condition monitor the objects remain but will no longer have a condition monitor associated with them.

Pools

Both karma pools and non-karma pools are stored in the pool section. Team karma pools can also be created if they are used.

When karma needs to be used SRDiceRoller determines which karma pools can supply the needed karma. To do this it finds all the non-team karma pools in the same dice roller file, and all the team karma pools in any open dice roller file. Note that if you have a team karma pool in an open file and close the file, that team karma pool will no longer be available for providing karma.

Pools can be refreshed on a pool-by-pool basis, on a per-file basis either by non-karma or karma, and on an application-wide basis by non-karma or karma.

You can set the maximum and current values in a pool manually without affecting the other value.

Pools can be associated with skills and with reactions (assuming the Combat Sense power is possessed). This allows the use of pool dice from the associated pool when the skill or surprise is rolled.

Creating Pools

On the panel that appears you specify the name of the pool and the number of dice in the pool. This number of dice is used to determine the initial value for the pool. Both its maximum and current are set to this. However, using the UI you can set either of those manually. Once the pool is created you can determine whether it is a karma pool, and if so, whether it is a team karma pool.

Deleting Pools

If you have any reactions or skills associated with a condition monitor that you want to delete you will be presented with a panel allowing you to delete the associated objects.

Reactions

Reactions are used to handle rolling initiative and surprise.

With an associated condition monitor, the target number used for surprise and the rolled initiative will be modified by the current damage level of the condition monitor. You can see this in the view because next to the target number will be the current damage modification, and the tool tip on the rolled initiative result will indicate how much damage modification has been taken into account.

Creating Reactions

On the panel that appears you specify the name of the reaction, the actual reaction value, the number of initiative dice, the number of bonus dice used only for surprise (like those from the Lightning Reflexes edge), the condition monitor that should be associated with this reaction, and if there is the Combat Sense adept power, its level and the associated pool.

Skills

When using a skill you can use associated pool dice if there are any remaining. You do not need to specify a target number (which is how you can make open-ended rolls), but if you do, the number of successes will be displayed from the roll.

Creating Skills

On the panel that appears you specify the name of the skill, the actual skill value, the condition monitor that should be associated with this skill, and the associated pool.

Using Karma

When you reroll failures, the user interface indicates how many points of karma need to be used based on how many times the roll has been rerolled. The user interface includes all the karma pools from which karma can be used. You must set the number of points used from each pool appropriately, and if you choose to use the karma the reroll will happen and the appropriate pools will have their current karma points reduced.