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<blockquote data-quote="pming" data-source="post: 6420391" data-attributes="member: 45197"><p>Hiya.</p><p></p><p></p><p></p><p> Personally, I rule that "extra bonus damage" sources don't count. So the Assassin would have 1d6 for weapon plus 4d6 for sneak, doubled, with an additional 7d6 poison (that's some killer poison, btw!); Total of 17d6. My reasoning is that the poison is a specific damage booster in the form of a range as opposed to a flat bonus. If the poison had been listed as "+22 from poison" then that wouldn't get doubled (just as a bonus from magic, strength, etc. doesn't get doubled). I can see some magic items giving a bonus damage range type...like a Frost Brand type sword that gives +2d6 Cold damage. I don't think that extra 2d6 cold damage should be doubled as the general idea behind a critical hit is a perfect or more powerful strike...that precision shouldn't suddenly make poison more deadly, or cold more cold. IMHO, of course. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p><p></p><p> By reading the rules as "ALL dice double" I fear that players will start down the dark path of trying to find (and VASTLY favor) virtually anything that can give them "+1dX" over anything else....and once you give in to the dark side, forever will it dominate your ability to make interesting characters (or something like that, I forget the exact quote... <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite2" alt=";)" title="Wink ;)" loading="lazy" data-shortname=";)" /> ).</p><p></p><p>^_^</p><p></p><p>Paul L. Ming</p></blockquote><p></p>
[QUOTE="pming, post: 6420391, member: 45197"] Hiya. Personally, I rule that "extra bonus damage" sources don't count. So the Assassin would have 1d6 for weapon plus 4d6 for sneak, doubled, with an additional 7d6 poison (that's some killer poison, btw!); Total of 17d6. My reasoning is that the poison is a specific damage booster in the form of a range as opposed to a flat bonus. If the poison had been listed as "+22 from poison" then that wouldn't get doubled (just as a bonus from magic, strength, etc. doesn't get doubled). I can see some magic items giving a bonus damage range type...like a Frost Brand type sword that gives +2d6 Cold damage. I don't think that extra 2d6 cold damage should be doubled as the general idea behind a critical hit is a perfect or more powerful strike...that precision shouldn't suddenly make poison more deadly, or cold more cold. IMHO, of course. :) By reading the rules as "ALL dice double" I fear that players will start down the dark path of trying to find (and VASTLY favor) virtually anything that can give them "+1dX" over anything else....and once you give in to the dark side, forever will it dominate your ability to make interesting characters (or something like that, I forget the exact quote... ;) ). ^_^ Paul L. Ming [/QUOTE]
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