Angcuru said:The way Burst weapons work is as such:
as flaming, but "Burst weapons deal 1d10 point of bonus damage on a successful critical hit." for every X past 2, an extra 1d10 is dealt, I.E. x3 = +2d10, X4 = +3d10.
So, the 1d6 for the flaming, sonic, whatever is always dealt, and if there is a crit, you add the d10's as well. So if you were to crit with a scythe, for example, you would deal base weapon damage + 1d6 + 3d10.
Tada.![]()
Kershek said:Where do you get that from, or is that a house rule?
Hypersmurf said:Cite?
The only mention of any of the spells not absorbing the first points of damage in a round is Endure Elements if Resist Elements is running.
Oops.kreynolds said:
It's not a house rule. See the DMG errata or my second post in this thread.
Kershek said:Oops.
For example, if one resist spell absorbs its damage, then immediately drops because it has aborbed its maximum for the spell
then the other resist spell is now the only resist spell going on the character. The second resist spell never stopped function. It simply didn't absorb any damage because another one was overlapping it.
Hypersmurf said:Resist Elements doesn't have a maximum, it has a duration. It's PfE that has a maximum.
Hypersmurf said:That's not at all how I see "overlap". That sounds to me more like "suppression".

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.