| Doktor Archeville |
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So when you apply two or more multipliers to a roll, the multipliers are not multiplied by one another. Instead, you combine them into a single multiplier, with each extra multiple adding 1 less than its value to the first multiple. For example, if you are asked to apply a x2 multiplier twice, the result would be x3, not x4.
I would assume the same applies to divisors.
So if a 10th level Ninja with at least 1 point in her Ki pool (which reduces the DC of all Acrobatics rolls to jump by 1/2, and she's treated as always having a running start for jumps) also has the High Jump Ninja Trick (which reduces the DC for all high jumps by half), the end result is that the DC for a high jump is reduced to 1/3rd normal, not 1/4 normal. (So a 15 foot vertical leap would be DC 20.)
Correct?
| Artoo |
A divisor is just a multiplier that is less than 1. You should be able to apply the exact same rule:
When you multiply damage more than once, each multiplier works off the original, unmultiplied damage. So if you are asked to double the damage twice, the end result is three times the normal damage.
So if you're applying two x1/2 multipliers the final multiplier is:
0.5 + (0.5 - 1) = 0
Alternately if you're applying a x2 multiplier and x1/2 multiplier:
2 + (0.5 - 1) = 1.5
At least that's how I read it.
Incidentally, I could only find this particular rule in reference to damage, so in cases other than damage this rule may simply not apply and you multiply normally.
Edit: Trying to make the math somewhat more clear:
Y = original value
Halve damage twice: Y - 0.5Y - 0.5Y = 0
Double damage tiwce: Y + Y + Y = 3Y
Double damage and halve damage: Y + Y - 0.5Y = 1.5Y
| Doktor Archeville |
A divisor is just a multiplier that is less than 1. You should be able to apply the exact same rule:
PRD wrote:When you multiply damage more than once, each multiplier works off the original, unmultiplied damage. So if you are asked to double the damage twice, the end result is three times the normal damage.So if you're applying two x1/2 multipliers the final multiplier is:
0.5 + (0.5 - 1) = 0
I don't think that would be the case, because that would mean you multiply the DC by 0, which means my Ninja could make infinitely high vertical leaps (well, limited by her movement rate).
| Artoo |
I don't think that would be the case, because that would mean you multiply the DC by 0, which means my Ninja could make infinitely high vertical leaps (well, limited by her movement rate).
Only if you ignore the part of my post where I pointed out those rules only apply to damage. Unless you see somewhere in the rules where it says otherwise? I would say that you multiply things normally in this case so the DC for a high jump on your ninja is 1/4 of what it would normally be.
| Drachasor |
A successful hit never results in 0 damage - there's a specific rule that turns it into 1 point of nonlethal damage. Still, that's hardly the sort of damage infliction that impresses anybody...
Minimum Damage
If penalties reduce the damage result to less than 1, a hit still deals 1 point of nonlethal damage.
Penalty
Penalties are numerical values that are subtracted from a check or statistical score. Penalties do not have a type and most penalties stack with one another.
A negative multiplier would result in negative damage, because multipliers are not penalties (or bonuses).
| Drachasor |
In the specific case, I don't think those abilities would stack at all (but I'm not that familiar with them).
In general divisions to speed and such are fully cumulative (1/2 * 1/2 = 1/4).
Multiplication rules only apply to rolls.
Double speed twice would quadruple speed, unless one of the doubling effects says otherwise.