Cadfan said:
Frost weapons changed. A person who did 1d10+4 damage on a normal hit, and 14 damage on a critical, dealt 14+1d6 when his weapon was editted to be a +1 frost weapon, and gained a +1d6 on all criticals for being magic. If the +1d6 was an advantage of having a magic weapon on a critical, where did the frost damage go?
Sounds like we may be able to use this case to take wild and unsubstantiated guesses about how magic weapons work in 4e.
Fact 1: We've heard +1 weapons mentioned, but the magic weapons mentioned in the magic item preview column were a
+1 flaming sword and a
+1 lightning sword.
Fact 2: The Critical Hits preview indicates that a magic weapon
adds damage on a crit.
Wild hypothesis: Magic weapons add their + bonus to hit,
but not to damage. So a +1 magic sword is +1 to hit, and also deals an extra d6 of damage
on a crit because it's
magical. If that sword is also
flaming, frost, or
lightning, it's conceivable the damage counts as that type
for purposes of creature vulnerability.
So a
+1 flaming longsword would do 1d8 + bonuses on a normal hit, 8 + bonuses + 1d6 on a crit, and if the creature is vulnerable to fire, it would count as fire damage (whatever
that might mean).
Wild speculation? Yes. But I think it's conceivable.
So you can't just stack up extra dice of damage by having a
flaming, frost, shocking burst weapon.
I think it's also highly likely that characters will have powers they can use to add to their base damage. As a matter of fact, they say so.
In addition, some powers and magic items have extra effects on a hit. So crits are doing just fine without all those dice.
System looks good. I'm starting to salivate.