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Thread: Critical Damage

  1. #1

    Critical Damage

    One of the characters in a campaign we have been playing for awhile just noticed that his critical dice have been over inflated. The weapon does a base 1d12 slashing magic and 2d6 cold, fire damage with a crit range of 17, reroll 3. When rolling critical damage FG is rolling 5d12, 4d6, when it should be rolling 2d12, 4d6 (to my understanding). Below is the weapon damage and FG's roll. Note the crit range was changed to 2 for ease of rolling critical. I have tried removing the cold, fire damage and FG still rolls 5d12 on a crit.

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  2. #2
    I just found out what the issue is, at some point in the past we had set the weapon "group" options to add extra dice. At one point the character had a weapon that would do triple critical and we could figure out how to handle it so we settled on adding 3 extra dice to the critical rolls.

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STAR TREK 2d20

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