Why are there two methods for doubling damage depending on the source?


Playing the Game


doubling damage wrote:
How you double damage depends on the effect’s delivery. If the damage comes from an effect with an attack roll, you roll double the normal number of dice and apply all damage modifiers, bonuses, and penalties twice. If the damage comes from an effect allowing a creature to attempt a saving throw, you double the damage total instead, rather than rolling more dice.

I know it's a relatively minor thing, but why the distinction? As one of the goals is streamlining, why not just use one method?


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The reason the second one exists is so that the damage of a Fireball hitting multiple targets and only some critically failing the saving throw can be done more or less fine.

The former helps keep variance in check, making the extreme outcomes less likely.


Meophist wrote:

The reason the second one exists is so that the damage of a Fireball hitting multiple targets and only some critically failing the saving throw can be done more or less fine.

The former helps keep variance in check, making the extreme outcomes less likely.

That reasoning seems logical - but to me it's just another thing I have to remember.

My vote would be for one or the other. Always roll double the dice or always multiply what you roll by 2.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

I was confused by this, too. I would definitely vote "always roll double the dice" because rolling lots of dice is fun.


If you cast a fireball, you don't want 2 different throws for those who failed and those who critically failed


Pathfinder Adventure, Rulebook Subscriber

I too thought this was a weird distinction, however in the case of multiple outcomes for spells that hit multiple targets, it now makes complete sense.


Honestly, if it weren't for things like Deadly adding bonus dice that don't get doubled on crits, I'd just say roll once and double the total for both cases to save time. And dice.

You could potentially wind up rolling 12d12 for a crit with a +5 greatsword. That's more d12s than I've ever felt the need to own.

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