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-   -   Issue with "fatal" weapons (http://forums.wolflair.com/showthread.php?t=66002)

GMScott June 10th, 2021 05:59 PM

Issue with "fatal" weapons
 
1 Attachment(s)
I think I found a bug in the software concerning weapons with the fatal trait. I've attached a screenshot showing the output.

HLO shows the pick damage as:
  • 2d6+4 / 2d6+8+1d10

I believe it should be:
  • 2d6+4 / 2d10+8+1d10

The fatal d10 means that upon a crit, the weapon damage type is changed from d6 to d10 (which is then doubled) and an additional d10 is added. Perhaps I'm reading the rules incorrectly, though.

dacoobob June 11th, 2021 07:19 AM

you're reading the rule correctly, the damage dice should all change to d10s on a crit.

Lady Wrath June 27th, 2021 01:59 AM

I have also noticed this issue as well as when you make a custom weapon fatal the damage calculation breaks because it adds [: to the end of the damage

Traits Fatal (1d10)
Ranged Damage: 1d6 P[:
Ranged Crit Damage: 1d6x2 P+1d10[:

Lady Wrath August 11th, 2021 10:30 PM

I am here once again because it's still a problem

Dami August 11th, 2021 11:47 PM

Raise the issues as bug reports.

dacoobob August 12th, 2021 06:58 AM

related question: when calculating crit damage, does HLO roll one damage die and then double it (per the PF2e rules), or roll two damage dice and add them together (like in 1e)?

although the mean result is the same, the probability distribution is different-- 1d6 doubled has an equal chance of rolling any number between 2 and 12, whereas 2d6 yields a bell curve, with numbers near the middle of the range more likely than numbers near the extremes.

Mathias August 12th, 2021 07:31 AM

Quote:

Originally Posted by dacoobob (Post 296166)
related question: when calculating crit damage, does HLO roll one damage die and then double it (per the PF2e rules), or roll two damage dice and add them together (like in 1e)?

although the mean result is the same, the probability distribution is different-- 1d6 doubled has an equal chance of rolling any number between 2 and 12, whereas 2d6 yields a bell curve, with numbers near the middle of the range more likely than numbers near the extremes.


It uses the PF2 rules, but there's an option in the settings to use the PF1 rules instead - the Critical Hits section in "Core Options"

dacoobob August 12th, 2021 08:26 AM

Quote:

Originally Posted by Mathias (Post 296167)
It uses the PF2 rules, but there's an option in the settings to use the PF1 rules instead - the Critical Hits section in "Core Options"

thanks!


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