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Penetrating Dice Rolls not being handled properly.

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.
Here's the snippet from the (now free) Hackmaster Basic: Throughout these rules you’ll notice that many references to die rolls are annotated “dXp”. The ‘p’ suffix indicates that this die ‘penetrates’. Should you roll the maximum value on this particular die, you may re-roll and add the result of the extra die, less one point, to the total (penetration can actually result in simply the maximum die value if a 1 is subsequently rolled, since any fool knows that 1-1=0). This process continues indefinitely as long as the die in question continues to come up maximum (but there’s always only a –1 subtracted from the extra die, even if it’s, say, the third die of penetration). Note that a d20p uses a d6p to compute additional penetration, while a d100p utilizes a d20p. == per Kenzerco discussion forums, the d20p used on the d100p doesn't drop to a d6p on a 20. so... d100p = 100 d20p = 20 (-1) d20p = 15 (-1) == Total = 133 d20p = 20 d6p = 6 (-1) d6p = 1 (-1) == Total = 25 ==
(since I noticed a d20!p is resulting in a penetration using another d20)
Hmm, that adds some complication. HackMaster 4e didn't have any special handling of penetration on d20's and d100's (although... I'm not sure I remember there being any rolls where d20's or d100's could penetrate in 4th edition... so it may not matter).