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<blockquote data-quote="Artoomis" data-source="post: 4907625" data-attributes="member: 111"><p>Oh my... I just realized that the terminology used on Holy Ardor is not ambiguous as i thought.</p><p></p><p>"Ardent Champion: "Holy Ardor (11th level): Whenever you make two attack rolls because of your oath of enmity, you score a critical hit if both dice have the same roll, except if both rolls are 1.""</p><p></p><p>"Natural 20: If you roll a 20 on the die when making an attack roll, you score a critical hit if your total attack roll is high enough to hit your target’s defense. If your attack roll is too low to score a critical hit, you still hit automatically"</p><p></p><p>The language is very specific around the phrase "score a critical hit."</p><p></p><p>It looks to me like "score a critical hit" can only mean one thing - you have actually scored one, and get to do the critical damage. This means the omission of the word "can" in Holy Ardor is very, very significant. Of course it could be a simple oversight or typo, but, as written, it is a more specific rule than "Precision" and overrides it.</p><p></p><p>A search in the Rules Compendium for "score a critical hit" gives interesting results. Here's a few:</p><p></p><p>A high crit weapon deals more damage when you score a critical hit with it....</p><p></p><p>Aberrant Bane (11th level): Your attacks against bloodied aberrant creatures can score critical hits on rolls of 19–20.</p><p></p><p>Holy Ardor (11th level): Whenever you make two attack rolls because of your oath of enmity, you score a critical hit if both dice have the same roll, except if both rolls are 1.</p><p></p><p>Lethal Action (11th level): If you spend an action point to make an attack against your oath of enmity target, the attack can score a critical hit on a roll of 18–20.</p><p></p><p>Wild Push (16th level): Whenever you score a critical hit with a melee attack while you are raging, you push the target a number of squares equal to your Strength modifier.</p><p></p><p>Dominating Presence (16th level): Whenever you score a critical hit, your allies gain a +2 bonus...</p><p></p><p>Volley Fire (16th level): If you score a critical hit with a ranged bard attack power...</p><p></p><p>Deeds not Words (16th level): When you bloody an enemy, reduce an enemy to 0 hit points, or score a critical hit with a melee attack...</p><p></p><p>Illuminating Attacks (11th level): Your powers that have the radiant keyword can now score a critical hit with a natural die roll of 19 or 20.</p></blockquote><p></p>
[QUOTE="Artoomis, post: 4907625, member: 111"] Oh my... I just realized that the terminology used on Holy Ardor is not ambiguous as i thought. "Ardent Champion: "Holy Ardor (11th level): Whenever you make two attack rolls because of your oath of enmity, you score a critical hit if both dice have the same roll, except if both rolls are 1."" "Natural 20: If you roll a 20 on the die when making an attack roll, you score a critical hit if your total attack roll is high enough to hit your target’s defense. If your attack roll is too low to score a critical hit, you still hit automatically" The language is very specific around the phrase "score a critical hit." It looks to me like "score a critical hit" can only mean one thing - you have actually scored one, and get to do the critical damage. This means the omission of the word "can" in Holy Ardor is very, very significant. Of course it could be a simple oversight or typo, but, as written, it is a more specific rule than "Precision" and overrides it. A search in the Rules Compendium for "score a critical hit" gives interesting results. Here's a few: A high crit weapon deals more damage when you score a critical hit with it.... Aberrant Bane (11th level): Your attacks against bloodied aberrant creatures can score critical hits on rolls of 19–20. Holy Ardor (11th level): Whenever you make two attack rolls because of your oath of enmity, you score a critical hit if both dice have the same roll, except if both rolls are 1. Lethal Action (11th level): If you spend an action point to make an attack against your oath of enmity target, the attack can score a critical hit on a roll of 18–20. Wild Push (16th level): Whenever you score a critical hit with a melee attack while you are raging, you push the target a number of squares equal to your Strength modifier. Dominating Presence (16th level): Whenever you score a critical hit, your allies gain a +2 bonus... Volley Fire (16th level): If you score a critical hit with a ranged bard attack power... Deeds not Words (16th level): When you bloody an enemy, reduce an enemy to 0 hit points, or score a critical hit with a melee attack... Illuminating Attacks (11th level): Your powers that have the radiant keyword can now score a critical hit with a natural die roll of 19 or 20. [/QUOTE]
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