Step 1: Roll Damage Dice
Your weapon, unarmed attack, spell, or even a magic item determines what size and number of dice you roll for damage. For instance, if you're using a …
Your weapon, unarmed attack, spell, or even a magic item determines what size and number of dice you roll for damage. For instance, if you're using a normal doshko, you'll roll 1d12. If you're casting a 3rd-rank time's edge spell, you'll roll 5d6. Sometimes, especially in the case of weapons, you'll apply modifiers, bonuses, and penalties to the damage. Damage rolls for melee weapons and unarmed attacks typically add your Strength attribute modifier. Melee damage roll = damage die of weapon or unarmed attack + Strength modifier + bonuses + penalties Damage rolls for ranged weapons typically don't add an attribute modifier, though you add your Strength modifier to damage rolls for thrown weapons or half the modifier to damage rolls for ranged weapons with the propulsive trait. Ranged damage roll = damage die of weapon (+ Strength modifier for a thrown weapon or half Strength modifier for a propulsive weapon) + bonuses + penalties For damage rolls with spells , grenades , and similar items, you don't add an attribute modifier unless otherwise noted. Spell (or similar effect) damage roll = damage die of effect + bonuses + penalties As with checks, you might add circumstance, status, or item bonuses to your damage rolls, but if you have multiple bonuses of the same type, you add only the highest bonus of that type. Again like checks, you might also apply circumstance, status, item, and untyped penalties to the damage roll, and again you apply only the greatest penalty of a specific type but apply all untyped penalties together. If the combined penalties on an attack would reduce the damage to 0 or below, you still deal 1 damage. Sometimes there are other considerations, as described below.
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