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-   -   Critical Hit Damage Calculations (http://forums.wolflair.com/showthread.php?t=63876)

Nyarlathotep February 15th, 2020 09:49 PM

Critical Hit Damage Calculations
 
Is there a way to get HLO to calculate critical hit damage as base damage total doubled, rather than doubling the damage dice?

Quote:

Originally Posted by AONPRD
Rules Reference

Sometimes you’ll need to halve or double an amount of damage, such as when the outcome of your Strike is a critical hit, or when you succeed at a basic Reflex save against a spell. When this happens, you roll the damage normally, adding all the normal modifiers, bonuses, and penalties. Then you double or halve the amount as appropriate (rounding down if you halved it).

The GM might allow you to roll the dice twice and double the modifiers, bonuses, and penalties instead of doubling the entire result, but this usually works best for single-target attacks or spells at low levels when you have a small number of damage dice to roll.

The way it currently calculates it isn't really the default manner in which it should be calculated.

dacoobob February 17th, 2020 08:03 AM

seconded. statistically, there IS a difference between rolling 2d6 versus rolling 1d6 and then doubling it.

the results of the first method (the PF1 method) are a bell curve, with low and high numbers less likely and numbers near the middle of the range more likely.

the results of the second method (the PF2 method) are a flat distribution, with all results equally likely.

Micco February 17th, 2020 03:07 PM

Quote:

Originally Posted by dacoobob (Post 286022)
seconded. statistically, there IS a difference between rolling 2d6 versus rolling 1d6 and then doubling it.

the results of the first method (the PF1 method) are a bell curve, with low and high numbers less likely and numbers near the middle of the range more likely.

the results of the second method (the PF2 method) are a flat distribution, with all results equally likely.

Well, to be uselessly pedantic, the results of the second method are indeed a flat distribution, with all non-odd results equally likely. :D

Farling February 17th, 2020 03:33 PM

Quote:

Originally Posted by Micco (Post 286038)
Well, to be uselessly pedantic, the results of the second method are indeed a flat distribution, with all non-odd results equally likely. :D

Well to also be pendantic, why not say "even" rather than "non-odd" results?

numbat1 February 19th, 2020 03:16 PM

I believe it is on the list but not the highest priority.

dacoobob February 20th, 2020 08:25 AM

Quote:

Originally Posted by numbat1 (Post 286110)
I believe it is on the list but not the highest priority.

fair enough. in the meantime it's not hard to just click the regular damage roller button and then double the result-- unlike PF1 where there were tons of exceptions, in PF2 almost everything doubles on a crit.

numbat1 February 20th, 2020 09:57 AM

Yeah, PF2 default for critical damage is: calculate normal damage, double it, add any critical modifiers. Should be easy for most to work out without the program doing it for them. It will still be nice when that option is available in the program.


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