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"Proofreading" my first encounter
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<blockquote data-quote="Gansk" data-source="post: 5597124" data-attributes="member: 16383"><p>Thrown Weapons: The wielder applies his Strength modifier to damage dealt by thrown weapons (except for splash weapons). It is possible to throw a weapon that isn't designed to be thrown (that is, a melee weapon that doesn't have a numeric entry in the Range column on Table: Weapons), and a character who does so takes a –4 penalty on the attack roll. Throwing a light or one-handed weapon is a standard action, while throwing a two-handed weapon is a full-round action. Regardless of the type of weapon, such an attack scores a threat only on a natural 20 and deals double damage on a critical hit. Such a weapon has a range increment of 10 feet. </p><p></p><p>This rule means that throwing improvised weapons (like a greatsword which has a range entry of "-") only threatens on a 20.</p><p></p><p>A dagger is not an improvised thrown weapon - it is designed be thrown (it has a range entry of 10 ft). You were right to allow a critical threat roll with a natural 19.</p><p></p><p>However, you are not calculating critical damage correctly. </p><p></p><p>I'm not sure if Hakon should bonuses from Point Blank Shot (looks like it should only apply to ranged weapons as you said), but for argument's sake, let's say he does.</p><p></p><p>The critical damage for Hakon would then be 2d3+2. That means roll two dice, add them together, then add double the bonus damage (in this case, the damage from Point Blank Shot). You have already doubled the damage at this point - do not multiply by 2 again! </p><p></p><p>Now lets calculate Logrik's damage. It should be 4d6+6. Four dice are rolled (double the normal two dice) and added together, then double the +3 bonus is added to the result. Do not multiply by 2 again!</p><p></p><p>Also I want to emphasize that Logrik cannot do a coup de grace on a disabled opponent. A disabled opponent is not helpless. Helpless is unconscious, dying, sleeping, paralyzed, or held - conditions where the goblin cannot move at all. Disabled allows the goblin to move, even if it is a half move.</p></blockquote><p></p>
[QUOTE="Gansk, post: 5597124, member: 16383"] Thrown Weapons: The wielder applies his Strength modifier to damage dealt by thrown weapons (except for splash weapons). It is possible to throw a weapon that isn't designed to be thrown (that is, a melee weapon that doesn't have a numeric entry in the Range column on Table: Weapons), and a character who does so takes a –4 penalty on the attack roll. Throwing a light or one-handed weapon is a standard action, while throwing a two-handed weapon is a full-round action. Regardless of the type of weapon, such an attack scores a threat only on a natural 20 and deals double damage on a critical hit. Such a weapon has a range increment of 10 feet. This rule means that throwing improvised weapons (like a greatsword which has a range entry of "-") only threatens on a 20. A dagger is not an improvised thrown weapon - it is designed be thrown (it has a range entry of 10 ft). You were right to allow a critical threat roll with a natural 19. However, you are not calculating critical damage correctly. I'm not sure if Hakon should bonuses from Point Blank Shot (looks like it should only apply to ranged weapons as you said), but for argument's sake, let's say he does. The critical damage for Hakon would then be 2d3+2. That means roll two dice, add them together, then add double the bonus damage (in this case, the damage from Point Blank Shot). You have already doubled the damage at this point - do not multiply by 2 again! Now lets calculate Logrik's damage. It should be 4d6+6. Four dice are rolled (double the normal two dice) and added together, then double the +3 bonus is added to the result. Do not multiply by 2 again! Also I want to emphasize that Logrik cannot do a coup de grace on a disabled opponent. A disabled opponent is not helpless. Helpless is unconscious, dying, sleeping, paralyzed, or held - conditions where the goblin cannot move at all. Disabled allows the goblin to move, even if it is a half move. [/QUOTE]
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