Junior Member
Join Date: Nov 2010
Posts: 29
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Is there a way to get HLO to calculate critical hit damage as base damage total doubled, rather than doubling the damage dice?
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#1 |
Senior Member
Join Date: Sep 2018
Posts: 305
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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 |
Member
Join Date: Aug 2009
Posts: 55
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#3 |
Senior Member
Join Date: Mar 2013
Location: Greater London, UK
Posts: 2,623
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Well to also be pendantic, why not say "even" rather than "non-odd" results?
Farling Author of the Realm Works Import tool, Realm Works Output tool and Realm Works to Foundry module Donations gratefully received via Patreon, Ko-Fi or Paypal |
#4 |
Member
Join Date: Mar 2013
Posts: 66
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I believe it is on the list but not the highest priority.
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#5 |
Senior Member
Join Date: Sep 2018
Posts: 305
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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.
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#6 |
Member
Join Date: Mar 2013
Posts: 66
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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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#7 |
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