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Nyarlathotep
Junior Member

Join Date: Nov 2010
Posts: 26

February 15th, 2020, 09:49 PM
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.
#1
Senior Member

Join Date: Sep 2018
Posts: 187

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.
#2
Micco
Member

Join Date: Aug 2009
Posts: 55

February 17th, 2020, 03:07 PM
Quote:
 Originally Posted by dacoobob 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.
#3
Farling
Senior Member

Join Date: Mar 2013
Location: Greater London, UK
Posts: 2,282

February 17th, 2020, 03:33 PM
Quote:
 Originally Posted by Micco Well, to be uselessly pedantic, the results of the second method are indeed a flat distribution, with all non-odd results equally likely.
Well to also be pendantic, why not say "even" rather than "non-odd" results?

Farling

#4
Member

Join Date: Mar 2013
Posts: 62

February 19th, 2020, 03:16 PM
I believe it is on the list but not the highest priority.
#5
dacoobob
Senior Member

Join Date: Sep 2018
Posts: 187

February 20th, 2020, 08:25 AM
Quote:
 Originally Posted by numbat1 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.
#6
Member

Join Date: Mar 2013
Posts: 62

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.
#7

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