Critical Hit Damage

The Iron Mark

First Post
How do you figure out the total damage of a critical hit? Do you multiply Str modifier? Enchantment bonus? What about Burst weapons. Does the d10 replace the d6 or is it with the d6? Answers please!
 

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You roll the damage twice (or more, if you multiplier is higher), including ALL bonuses.

You EXCLUDE bonus damage dice such as sneak attack damage.

See PHB page 277 in the glossary.
 

The Iron Mark said:
How do you figure out the total damage of a critical hit? Do you multiply Str modifier? Enchantment bonus? What about Burst weapons. Does the d10 replace the d6 or is it with the d6? Answers please!

Here is what is multipled: WEapon Damage, Strength Damage, enchantment damage, specialization damage. point blank shot

What is not multiplied: anything that the damage is listed as +xd6 (sneak attack, frost, flaming, shock type weapons, etc.)

The Burst weapons get the 1d6+xd10 (depending on multiplier of weapon) on a critical according to Monte Cook who wrote that section of the DMG. However (last time I heard) Wizards says it replaces it. So, you can trust the guy who wrote the book and what his intentions are or the company.
 

The Iron Mark said:
How do you figure out the total damage of a critical hit? Do you multiply Str modifier? Enchantment bonus? What about Burst weapons. Does the d10 replace the d6 or is it with the d6? Answers please!
You multiply the base damage from the weapon and all bonuses that are expressed in points (as opposed to dice - e.g., sneak attack).

I can't recall what to do in the case of flaming burst (and similar things), though...
 

For critical hits, all bonus damage represented by +x (like enhancement bonuses to the weapon or strength bonuses) is multipled. Bonus dice of damage (like Sneak Attack damage) are not multipled.

I believe the +1d10 from burst weapons that critical does stack with the +1d6. The description of Flaming Burst on page 186 does not say otherwise, but I'm not entirely certain.
 

To address burst weapons: The rule "by the book" is to replace the d6 with Xd10, where X is one less than the critical multiplier of the weapon. Most people just add +Xd10, as it makes more sense (mathematically and fairly).
 

Re: Re: Critical Hit Damage

Crothian said:
The Burst weapons get the 1d6+xd10 (depending on multiplier of weapon) on a critical according to Monte Cook who wrote that section of the DMG. However (last time I heard) Wizards says it replaces it. So, you can trust the guy who wrote the book and what his intentions are or the company.

Crothian is 100% correct here - logic, plus the author, say to add +Xd10 to the +1d6 instead of replacing the +1d6. However, the rules as written don't support this.
 


That's what we are here for, sir. And at the end of the day it's the smiles and the thank you's of those we've helped that keeps us going.:D

Ya, I have no idea where that one came from either.
 


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