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Complete General Guidelines and Glossary
Exclusive Unabridged Version!
Compiled by Kim Mohan

General Guidelines

Rounding Fractions

In general, if you wind up with a fraction, round down, even if the fraction is one-half or larger. For example, if a fireball deals you 17 points of damage, but you succeed at your saving throw and only take half damage, you take 8 points of damage.

Exception: Certain rolls, such as damage and hit points, have a minimum of 1.

Multiplying

Sometimes a special rule makes you multiply a number or a die roll. As long as you’re applying a single multiplier, multiply the number normally. When two or more multipliers apply, however, combine them into a single multiple, with each extra multiple adding 1 less than its value to the first multiple. Thus, a double (´2) and a double (´2) applied to the same number results in a triple (´3, because 2+1=3).

For example, Tordek, a high-level dwarven fighter, deals 1d8+6 damage with a warhammer. With a critical hit, a warhammer deals triple damage, so that’s 3d8+18 damage for Tordek. A magic dwarven thrower warhammer deals double damage (2d8+12 for Tordek) when thrown. If Tordek scores a critical hit while throwing the dwarven thrower, his player rolls quadruple damage (4d8+24) because 3+1=4.

Another way to think of it is to convert the multiples into additions. Tordek’s critical hit increase his damage by 2d8+12, and the dwarven thrower’s double increases his damage by 1d8+6, so both of them together increase his damage by 3d8+18 for a grand total of 4d8+24.

©2003 Wizards of the Coast, Inc. All rights reserved.
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