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 youre 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 thats 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. Tordeks
critical hit increase his damage by 2d8+12, and the dwarven throwers
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.
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