
Felgoroth |

So I should be starting a steampunk campaign using these rules pretty soon. I recently had a look at the firearms in the Pathfinder campaign setting and thought it would be nice to incorporate the exploding die into the firearms rules I'm using now. My big question was when do exploding with damage like 2d6 "explode?" Do you roll a die again if it's a 6 or do you have to roll 2, 6's? It doesn't make that quite clear in the description and I've never used exploding die before (started playing during 3.0). The reason I ask is because I'm thinking of reducing the firearms damage in my game (which starts pretty high) and giving them exploding die instead so they potentially have an uncapped damage amount (in theory, you're bound to roll a 3 eventually).

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The CS wording does allow for some different interpretations. Traditionally, damage "explodes" when the maximum amount is rolled. So for 2d6, you have to roll 12. I think this is the intent behind the entry on exploding damage in the CS, but exploding a single die of that 2d6 (so, rolling at least one 6) is also a viable interpretation.

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I would highly recommend you steer away from exploding dice in DD/PF, it just doesn't work well.
The firearms in the PF system already have exploding dice as a variant, and istead of this I increased the damage of each firearm by one step. FIrearms RAW are quite weak in Golarion; yes 1d8 with 19-20x3 (Rifle) does look pretty impressive on paper, but it has a feat tax, is expensive and your strength can't be modified to it. A bow's still a superior weapon for most characters. I increased the damage of the Rifle by one step to 1d10, and removed the exploding dice. Worked well for me, and I have an Elven Ranger with a bow to compare to in the same group.

Felgoroth |

I would highly recommend you steer away from exploding dice in DD/PF, it just doesn't work well.
The firearms in the PF system already have exploding dice as a variant, and istead of this I increased the damage of each firearm by one step. FIrearms RAW are quite weak in Golarion; yes 1d8 with 19-20x3 (Rifle) does look pretty impressive on paper, but it has a feat tax, is expensive and your strength can't be modified to it. A bow's still a superior weapon for most characters. I increased the damage of the Rifle by one step to 1d10, and removed the exploding dice. Worked well for me, and I have an Elven Ranger with a bow to compare to in the same group.
I honestly don't think a d10 is worth a feat, especially for a rifle. If you look at the link I posted you'll see firearms deal a lot more damage then the 1s presented in Golarion. I had originally intended for muskets (keep in mind there are no rifles, the musket has a range of 150ft) to deal 2d8 damage and for pistols to deal 2d6. If I decide to change to exploding die they would instead deal 1d12 (musket) and 1d10 (pistol).
If you have bonuses to damage, then yes, you can get a total of 12 without rolling two sixes :p
ya but you're not rolling a 12.

Laurefindel |

Thanks for the feedback guys, I kind of thought that was the intention but I just wanted to make sure.
King of Vrock wrote:The exploding die is if you roll max damage, so it'd be if you rolled 12 or two 6's.Can you roll a 12 any other way with 2d6? :P
Stupid question here, but why not using a d12?

Laurefindel |

Laurefindel wrote:Slightly higher minimum/average damage.
Stupid question here, but why not using a d12?
True, but the very same reason that makes 2d6 slightly better (on average) to the d12 is what makes it less prone to 'explode'. That reality could be factored in in the damage design of weapon.

Felgoroth |

True, but the very same reason that makes 2d6 slightly better (on average) to the d12 is what makes it less prone to 'explode'. That reality could be factored in in the damage design of weapon.
Well I had originally thought that each 6 rolled might "explode" so it would've given even more reason to be 2d6 but then I read the section over again and realized that I may have been wrong (which it turns out I was). If I use the exploding die I'll use a d12 though, now that I know it only "explodes" on if you roll max damage (not the maximum number on a singe die).

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I honestly don't think a d10 is worth a feat, especially for a rifle. If you look at the link I posted you'll see firearms deal a lot more damage then the 1s presented in Golarion. I had originally intended for muskets (keep in mind there are no rifles, the musket has a range of 150ft) to deal 2d8 damage and for pistols to deal 2d6. If I decide to change to exploding die they would instead deal 1d12 (musket) and 1d10 (pistol).
When the rifle has 150 feet range increment and a 19-20x3 crit, I disagree. But YMMV...