Exploding dice
Regular, compound, and penetrating explosions with triggers and caps.
Regular explosions
! adds another die when a face hits its maximum. A child can explode again. Each die remains in the result; parentDieId links children to parents. Without an explicit cap, the chain still obeys engine limits.
d6!
3d10!
d6!>=5
Compound and penetrate
!! adds the chain to the original die’s value. Children stay recorded but are absorbed and do not score separately. !p subtracts 1 from each generated child face; !!p combines both. value may exceed the side count after compound or reach zero after penetrate: use roll events for the physical 3D face.
2d6!!
d10!p
2d6!!p
Trigger and cap
A compare point changes the trigger: d6!>=5 explodes on 5 or 6. A positive integer after !, !!, !p, or !!p caps additional dice per original die. ei aliases !; ei5 becomes !>=5.
d6!2
d6!2>=5
2d6!!p3
3d6ei5
Always-true triggers without a cap are rejected as non-terminating. 1d1!2 is valid because it has a cap. Very broad interactions with reroll/unique can be rejected during compilation.