weapon damage
weapon damage
on your weapons it shows how much damage it can do, but what does the number after the comma mean ex. 1d8,20x2. what does the 20x2 mean?
That number defines the information for critical hits for your weapon.
For example: a longsword should say "1d8 19-20x2"
1d8 is a roll of damage.
19-20
If, your attack roll happens to be 19 or 20 on the basic d20 roll before adding modifiers, that means you threaten a critical hit. There should be a confirmation roll, which means if you successfully hit with your weapon on the critical confirmation roll, you roll extra damage for a successful critical hit.
x2 Would be how much you multiply damage by if you succeed on a critical hit. Some modifiers do not get multiplied for damage, such as sneak attack damage.
I hope that helps...
For example: a longsword should say "1d8 19-20x2"
1d8 is a roll of damage.
19-20
If, your attack roll happens to be 19 or 20 on the basic d20 roll before adding modifiers, that means you threaten a critical hit. There should be a confirmation roll, which means if you successfully hit with your weapon on the critical confirmation roll, you roll extra damage for a successful critical hit.
x2 Would be how much you multiply damage by if you succeed on a critical hit. Some modifiers do not get multiplied for damage, such as sneak attack damage.
I hope that helps...
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"Oh, so I can crate you and hide you in the warehouse at the end of Raiders?"
"So funny, kiss me funny boy!" / *Sprays mace* " I know, I know, bad for the ozone"
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Pretty much.
Each weapon has a "threat range". If you roll a number in this range and score a hit (20 always hits), then you roll again as if you were trying to hit again with the same attack. Only with this second roll, since you've already hit, failure doesn't mean you miss, it simply means that, though you threatened to get a critical, you did not. Success on this second roll (again, 20 always succeeds) means you got a critical.
Example: you're trying to hit an AC15 enemy with a total attack bonus of +3 and a 19-20x2 weapon: You roll 11 or less, you miss. You roll 12 or better, you hit. If you roll 19 or 20, you threaten a critical, and you roll again. If you roll 11 or less on this second roll, you don't get a critical, but you still hit for normal damage. If you roll 12 or better, you get a critical, and damage is increased as detailed below.
The other number is the "critical multiplier". You multiply the base damage dice for the weapon and any non-random damage bonuses by the number given, but any additional damage dice are not multiplied. The only wrinkle in all this is that burst weapons do extra damage on criticals. (In D&D it's 1d10 in addition to the original 1d6, but in ToEE the 1d6 is replaced by a 1d10.)
Example: A critical with a +1 flaming greataxe by a fighter with +2 from strength and +2 from weapon specialization results in 3d12+3+6+6+1d6 damage (3x1d12 base damage + 3x1 weapon enhancement bonus + 3x2 strength bonus + 3x2 specialization bonus + 1d6 from the flaming enhancement).
Example: A sneak attack with a +1 shocking burst longsword by a rogue with no strength bonus or other bonuses: 2d8+2+1d10 (2x1d8 base damage + 2x1 enhancement bonus + 1d10 for shocking burst).
Each weapon has a "threat range". If you roll a number in this range and score a hit (20 always hits), then you roll again as if you were trying to hit again with the same attack. Only with this second roll, since you've already hit, failure doesn't mean you miss, it simply means that, though you threatened to get a critical, you did not. Success on this second roll (again, 20 always succeeds) means you got a critical.
Example: you're trying to hit an AC15 enemy with a total attack bonus of +3 and a 19-20x2 weapon: You roll 11 or less, you miss. You roll 12 or better, you hit. If you roll 19 or 20, you threaten a critical, and you roll again. If you roll 11 or less on this second roll, you don't get a critical, but you still hit for normal damage. If you roll 12 or better, you get a critical, and damage is increased as detailed below.
The other number is the "critical multiplier". You multiply the base damage dice for the weapon and any non-random damage bonuses by the number given, but any additional damage dice are not multiplied. The only wrinkle in all this is that burst weapons do extra damage on criticals. (In D&D it's 1d10 in addition to the original 1d6, but in ToEE the 1d6 is replaced by a 1d10.)
Example: A critical with a +1 flaming greataxe by a fighter with +2 from strength and +2 from weapon specialization results in 3d12+3+6+6+1d6 damage (3x1d12 base damage + 3x1 weapon enhancement bonus + 3x2 strength bonus + 3x2 specialization bonus + 1d6 from the flaming enhancement).
Example: A sneak attack with a +1 shocking burst longsword by a rogue with no strength bonus or other bonuses: 2d8+2+1d10 (2x1d8 base damage + 2x1 enhancement bonus + 1d10 for shocking burst).
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(Use the lastest 1.3 build - it's still beta, but stable and far better than 1.2)