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flash-rolls-5e

flash-rolls-5e collects group and contested roll requests into a single chat card. Each participant rolls into one shared card, with rows listing every actor’s result side by side and a pass/fail outcome computed against the requested target or opposing total.

A per-row Spend button appears on every unbumped row the viewer owns. There is no failure gate on button rendering — the button is suppressed only when a bump already exists on that row, or when the viewer does not own that actor.

The GM sees a grant button on every unbumped row, governed by the Grant Button setting. A GM who also owns a given actor sees both buttons on that actor’s row.

Clicking Spend opens the standard Tenacity dialog scoped to that row. The suggested amount is the gap between the row’s total and its DC, capped by the Max Tenacity Per Roll setting and the actor’s available pool. On confirm, the row’s total is raised in place and the card re-evaluates the outcome.

Refunds, the Revoke Mote on Flip behavior, and the grant button all work on flash-rolls cards the same way they do on a normal roll card. See Spending Tenacity for the full spend flow and Settings for the knobs that govern it.

Use flash-rolls-5e’s default group resolution mode. Under the default mode, each row is independently re-evaluated against the shared DC after a spend, so a flipped row promotes that participant from fail to pass without disturbing the others.

Non-default group resolution modes (averaged totals, threshold counts, and other aggregate strategies) have known gaps. The Spend button still appears on unbumped rows, but the card’s group-level outcome may not refresh consistently after a raise. Stick to the default mode for full Tenacity behavior on group cards.

On contested cards, every unbumped row gets a Spend button for its owner — both the winner’s and loser’s rows are eligible. The GM receives the grant button (when that setting is enabled) on any unbumped row, not a Spend button.

Raising a row’s total re-runs the comparison against the opposing side’s total, and the card’s winner updates accordingly. If both sides spend, each raise is applied to its own row in turn and the contest resolves against the new totals. Refund-on-failure rules still apply per row, so a spend that fails to win the contest can return a portion of the spent Tenacity based on the Failed Tenacity Refund % setting.