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Why do rogues wear leather armor? Because it’s made of hide. 🥷

DMG Rolls

Not sure if it's a bug or functioning as intended or a setting wrong on our end, but our combat rollers are rolling two sets of dmg dice. One for normal dmg and one for critical dmg. Why? Why roll an extra set of dice, instead of just doubling what was already rolled? 
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vÍnce
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Sheet Author
Assuming you are using 3d dice...  This is a known issue/limitation between 3d dice and roll templates.  Roll templates(code written into character sheets to handle what is displayed in chat) do not work well with 3d dice in certain circumstances.  Many sheets roll ALL attack/damage, crit check/crit damage, etc. at once to minimize the # of rolls and then rely on a roll template to show/hide the results as needed.  3d dice are rolled based off of the total dice rolled in the macro and do not adhere to any roll template filtering/logic. ;-(
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keithcurtis
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API Scripter
Also (you don't specify what rpg system you are using), this would be perfectly normal for some systems such as 5e D&D.
Pathfinder 2E, but I'm not aware of any system that recommends rolling two separate sets of damage dice then determining which you need. I just imagine a player at the table, saying no I roll two sets of damage dice,  :)   Just seems like wasted effort, when doubling the first set of rolled damage is pretty easy. Hakuna Matata. 
∇ince said: Assuming you are using 3d dice...  This is a known issue/limitation between 3d dice and roll templates.  Roll templates(code written into character sheets to handle what is displayed in chat) do not work well with 3d dice in certain circumstances.  Many sheets roll ALL attack/damage, crit check/crit damage, etc. at once to minimize the # of rolls and then rely on a roll template to show/hide the results as needed.  3d dice are rolled based off of the total dice rolled in the macro and do not adhere to any roll template filtering/logic. ;-( No 3d Dice used. I do have 3D dice enabled on another campaign I'm running, but we had this issue on this game before I created that other campaign. It's not a big deal, easy to sort out, just displays wierd. On a personal note I had back to back crits with max damage get drastically reduced because of the "crit" roll, went from two 6's to a 1 and a 2. :) 
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vÍnce
Pro
Sheet Author
I just mentioned 3d dice since that often illustrates roll template filtering. (I made one attack roll and I'm seeing multiple dice...)  I'm not familiar with the PF2e sheet and I'm not sure if this will help, but there appears to be options on the sheet for how crit damage is handled.  options>damage>
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keithcurtis
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Desepchun said: Pathfinder 2E, but I'm not aware of any system that recommends rolling two separate sets of damage dice then determining which you need. I just imagine a player at the table, saying no I roll two sets of damage dice,  :)   Just seems like wasted effort, when doubling the first set of rolled damage is pretty easy. Hakuna Matata.  It's not deciding in any manner. In 5e, you double the number of dice rolled, not the result of the dice. In PF2 it looks like this is an optional rule. FWIW, there is a statistical difference.* The reason more dice are rolled than are needed in most systems is that the Roll20 dice engine doesn't know the results before dice are rolled. It must roll all possible dice to cover all needs. A Roll Template has intelligence and will only display the dice results that are appropriate. This is what Vince was obliquely referencing. you posted a screen shot of what is causing an issue for you. Doubling the dice is less "swingy" than doubling the result. In 1d6*2, every result has an 18% likelihood of occurring. The curve is flat. In 2d6 you are far more likely to roll a 7 than a 12. In fact, 7 isn't even possible with result doubling. But I agree that doubling the result is simpler.
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keithcurtis said .  It's not deciding in any manner. In 5e, you double the number of dice rolled, not the result of the dice. In PF2 it looks like this is an optional rule. FWIW, there is a statistical difference.* The reason more dice are rolled than are needed in most systems is that the Roll20 dice engine doesn't know the results before dice are rolled. It must roll all possible dice to cover all needs. A Roll Template has intelligence and will only display the dice results that are appropriate. This is what Vince was obliquely referencing. you posted a screen shot of what is causing an issue for you. Doubling the dice is less "swingy" than doubling the result. In 1d6*2, every result has an 18% likelihood of occurring. The curve is flat. In 2d6 you are far more likely to roll a 7 than a 12. In fact, 7 isn't even possible with result doubling. But I agree that doubling the result is simpler. It rolls two separate sets of dice, then doubles one. In the above example the first die rolled was a 1, the second die was a 2 which it doubled to give the four. The attack checks for a crit and will tell you if it is a crit, but it rolls both sets of dice every time. One set is just a normal roll and the other set is doubled for some reason. Again it's not an issue, just odd. It did cause a small discussion at the table as we tried to figure out why there were two separate sets of damage, but it was not an issue just an oddity that I wasn't sure if was a bug or odd coding choice. Seems like they should just use the same die roll for both calculations instead of rolling different sets of numbers for the same attack.   EDIT: hmm not saving my pasted screen shot for some reason. EDIT2: got it.