Detailed Description Currently, penetrating dice (HackMaster style exploding dice) are producing the wrong results. Penetrating dice should work like this:
On a maximum roll (6 on a 1d6), add another roll on the same range but at -1 (1d6-1, or 0 to 5). If this added roll is a maximum result, continue adding additional rolls of the penetration die (1d6-1).
As a result, a 6 (on a 1d6) on the initial roll could end up being just 6 (if the penetration die result is 0), or it could end up being 17 or 18 (if the penetration dice roll very, very well and get the maximum result multiple times).
But currently, Penetrating dice appear to be working like this instead:
On a maximum roll (6 on a 1d6), add another roll on the old range -1 (1d5, or 1 to 5). Do nothing if this die rolls maximum as well.
As a result, a six (on a 1d6) on the initial roll will always result in a total of somewhere between 7 and 11.
Steps to Reproduce/Verify 1.) Roll multiple sets of 10d2!p or 10d3!p.
2.) Note the results (particularly the added dice from penetration).
In those rolls you'll note that you never receive a +0 on any of the penetration dice, you always have the same number of penetration dice as 2's/3's in the first ten (meaning +0's are not just being dropped), you never see any dice continue to penetrate, and the range is obviously the old range -1 (i.e., on 1d2 all the penetration dice are going to be +1's, no matter what).
Tested With Firefox on Linux, then Firefox and Chrome on Windows XP. Does not appear to be browser or OS specific.