Damage Rolls
Damage decreases a creature's Hit Points (HP) on a 1-to-1 basis (so a creature that takes 6 damage loses 6 Hit Points). The full rules for losing HP can be found in the Hit Points, Healing, and Dying section.
Damage is sometimes given as a fixed amount, but more often than not you'll make a damage roll to determine how much damage you deal. A damage roll typically uses a number and type of dice determined by the weapon or unarmed attack used or the spell cast, and it's often enhanced by various modifiers, bonuses, and penalties. Like checks, a damage roll—especially a melee weapon damage roll—is often modified by a number of modifiers, penalties, and bonuses. When making a damage roll, you take the following steps, explained in detail below.
- Roll damage dice indicated by the weapon, unarmed attack, or spell, and apply the modifiers, bonuses, and penalties that apply to the result of the roll.
- Determine the damage type.
- Apply immunities, weaknesses, and resistances the subject has to the damage.
- If any damage remains, reduce Hit Points the target has by that amount.
Step 1: Roll Damage Dice
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.
Adding Damage Dice
Counting Damage Dice
Increasing Die Size
1d4 » 1d6 » 1d8 » 1d10 » 1d12
Persistent Damage
Doubling and Halving Damage
When doubling, the GM might allow you to roll the dice twice and double the modifiers, bonuses, and penalties instead of doubling the entire result, but this usually works best for single-target attacks or spells at low levels when you have a small number of damage dice to roll. Benefits you gain specifically from a critical hit, like the extra damage die from the fatal weapon trait, aren't doubled.