masda_gib |
How would a crit with a Dinosaur Form Stegosaurus and T-Rex work? Would a crit with the Stegosaurus be 4D8 and the T-Rex be 3D12?
Additionally, if the character was equipped with Handwraps of Mighty Blows (+1 Striking) what would the Stegosaurus damage be?
First question: I think yes. T-Rexes entry doesn't give a die size for deadly so I think it just defaults to the weapon die.
Second question: With a striking rune, I think Stegosaurus' damage would still be 2d8, T-Rex damage should bump up to 2d12. With a Greater Striking rune it would be 3d8 and 3d12 respectively.
It's a bit strange that certain forms benefit from some runes and others don't but the wording of the runes talks about absolute damage die numbers.
Ravingdork |
You dont add extra dice with crits, you merely double everything (except for things that only apply on crits, such as Deadly).
With those hand wraps, a crit with a t-rex's jaws would likely be (2d12+str)×2+1d12; a steg's tail would be (3d8+str)×2.
masda_gib |
You dont add extra dice with crits, you merely double everything (except for things that only apply on crits, such as Deadly).
With those hand wraps, a crit with a t-rex's jaws would likely be (2d12+str)×2+1d12; a steg's tail would be (3d8+str)×2.
You're right about the doubling of course. But why would Striking handwraps up the Stegos damage from 2d8 to 3d8?
Ravingdork |
Ravingdork wrote:You're right about the doubling of course. But why would Striking handwraps up the Stegos damage from 2d8 to 3d8?You dont add extra dice with crits, you merely double everything (except for things that only apply on crits, such as Deadly).
With those hand wraps, a crit with a t-rex's jaws would likely be (2d12+str)×2+1d12; a steg's tail would be (3d8+str)×2.
Isn't that explicitly what it's supposed to do? Add 1 die of damage?
masda_gib |
masda_gib wrote:Isn't that explicitly what it's supposed to do? Add 1 die of damage?Ravingdork wrote:You're right about the doubling of course. But why would Striking handwraps up the Stegos damage from 2d8 to 3d8?You dont add extra dice with crits, you merely double everything (except for things that only apply on crits, such as Deadly).
With those hand wraps, a crit with a t-rex's jaws would likely be (2d12+str)×2+1d12; a steg's tail would be (3d8+str)×2.
The description of the Striking rune talks about absolute die numbers. Striking ups the number to 2 weapon dice, Greater Striking to 3...
Since the Stegos attack is already 2 weapon dice, Striking should do nothing.https://2e.aonprd.com/Equipment.aspx?ID=280
I can't find the contradicting rule that Uchuujin mentions.
sherlock1701 |
Under Magic Weapon on page 599-600 of the CRB. It uses the language "x extra damage dice".
On AON:link
masda_gib |
Under Magic Weapon on page 599-600 of the CRB. It uses the language "x extra damage dice".
On AON:link
Ah okay, thanks! Since those are short summaries of the runes effects for normal weapons, I would count those entries as purely descriptive. They mention the weapons having Striking runes so the mechanical rules should be searched there.
Dante Doom |
I think you wouldn't gain extra dices from striking runes, since it's a Polymorph effect
If you take on a battle form with a polymorph spell, the special statistics can be adjusted only by circumstance bonuses, status bonuses, and penalties. Unless otherwise noted, the battle form prevents you from casting spells, speaking, and using most manipulate actions that require hands. (If there’s doubt about whether you can use an action, the GM decides.) Your gear is absorbed into you; the constant abilities of your gear still function, but you can’t activate any items.
Well, at least that's how was done in the playtest, did they changed that?
masda_gib |
I think you wouldn't gain extra dices from striking runes, since it's a Polymorph effect
Polymorph wrote:If you take on a battle form with a polymorph spell, the special statistics can be adjusted only by circumstance bonuses, status bonuses, and penalties. Unless otherwise noted, the battle form prevents you from casting spells, speaking, and using most manipulate actions that require hands. (If there’s doubt about whether you can use an action, the GM decides.) Your gear is absorbed into you; the constant abilities of your gear still function, but you can’t activate any items.Well, at least that's how was done in the playtest, did they changed that?
Good find, now I'm completely lost. :|
I'm not really sure what is already calculated in in those statistics and what can be added. Not only with regards to gear but also class abilities.Do I add Weapon Specialization? Can Rage damage be added? Sneak Attack or other precision damage? And as for Handwraps, can they even add any effect like Flaming Rune or Vorpal Rune if applicable?
If I should guess, I would say that Striking Runes are out. Other runes or stuff like Weapon Spec... no idea.