On Criticals

Two players in my group are of opposing thought with regard to critical hits.

One says that the critical multiplier modifies only the base damage, possibly Strength as well, on a successful crit. So, a longsword does 2d8 + normal bonuses on a critical.

The other says that all non-die based damage in excess of the weapon damage get applied to the critical. So, a longsword does 2(1d8+ bonus) + add'l dice.

The hit in question goes like this:

A bastard sword with a successful smite attempt by a power-attacking, divine might channeling paladin.

The formula we arrived at was:

(1d10 + Str + Enhancement + Divine Might + Inspire Courage + Power Attack + Smite Evil)2 + Holy bonus dice.

Is this correct?

Thanks!
 

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the_mighty_agrippa said:
Two players in my group are of opposing thought with regard to critical hits.

One says that the critical multiplier modifies only the base damage, possibly Strength as well, on a successful crit. So, a longsword does 2d8 + normal bonuses on a critical.

The other says that all non-die based damage in excess of the weapon damage get applied to the critical. So, a longsword does 2(1d8+ bonus) + add'l dice.

The hit in question goes like this:

A bastard sword with a successful smite attempt by a power-attacking, divine might channeling paladin.

The formula we arrived at was:

(1d10 + Str + Enhancement + Divine Might + Inspire Courage + Power Attack + Smite Evil)2 + Holy bonus dice.

Is this correct?

Thanks!

All non-die based damage in excess of the weapon damage get applied to the critical. So, a longsword does 2(1d8+ bonus) + add'l dice.

With one caveat. You roll it twice, add the bonus twice, then add additional dice once. You do not actually multiply a single roll (though that's what I do in my campaigns). Any time additional dice are added, they are applied afterwards (smite, sneak attack, flaming, etc.). So yes, that is correct.
 
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Your second player is correct. All constant bonuses, whatever their source, are multiplied along with the base damage dice. Only bonus dice of damage, such as from sneak attack or a weapon special ability, are added last.

So if a fully-buffed smite from that paladin normally does 1d10+15+2d6 damage, a critical will do 2d10+30+2d6. (This is why critical hits remain dangerous and important even at high levels.)
 

Your formula is correct. Everything except extra dice is included in the critical hit multiplier, including smite damage, power attack damage, etc. Sneak attack damage and holy weapon extra damage are examples of extra dice damage that is not included in the critical hit multiplier.
 

the_mighty_agrippa said:
The formula we arrived at was:

(1d10 + Str + Enhancement + Divine Might + Inspire Courage + Power Attack + Smite Evil)2 + Holy bonus dice.

Is this correct?

Thanks!

Almost- it should be 2d10 +2(Str + enhancement + divine might + inspire courage + power attack + smite evil) + Holy bonus dice.
 


the_mighty_agrippa said:
The other says that all non-die based damage in excess of the weapon damage get applied to the critical. So, a longsword does 2(1d8+ bonus) + add'l dice.

The second opinion is correct (note that you actually roll the dice twice).

There's a whole sidebar in the DMG Combat section explaining why this is necessary, labelled "Behind the Curtain: Critical Hits". (It's on p. 65 of the 3.0 DMG.)
 

Your other player can be forgiven his misunderstanding... there's a passage in the PHB where a rather crucial word is omitted.

Somewhere it says "Extra damage over and above..." when it actually should say "Extra damage dice over and above..."

It's made clear everywhere else, but that one typo understandably confuses a lot of people :)

-Hyp.
 

SRD: Combat section
Multiplying Damage: Sometimes you multiply damage by some factor, such as on a critical hit. Roll the damage (with all modifiers) multiple times and total the results. Note: When you multiply damage more than once, each multiplier works off the original, unmultiplied damage.

Exception: Extra damage dice over and above a weapon’s normal damage are never multiplied.​

SRD: Feats chapter
POWER ATTACK [GENERAL]
Prerequisite: Str 13.

Benefit: On your action, before making attack rolls for a round, you may choose to subtract a number from all melee attack rolls and add the same number to all melee damage rolls. This number may not exceed your base attack bonus. The penalty on attacks and bonus on damage apply until your next turn.

Special: If you attack with a two-handed weapon, or with a one-handed weapon wielded in two hands, instead add twice the number subtracted from your attack rolls. You can’t add the bonus from Power Attack to the damage dealt with a light weapon (except with unarmed strikes or natural weapon attacks), even though the penalty on attack rolls still applies. (Normally, you treat a double weapon as a one-handed weapon and a light weapon. If you choose to use a double weapon like a two-handed weapon, attacking with only one end of it in a round, you treat it as a two-handed weapon.)

A fighter may select Power Attack as one of his fighter bonus feats.​


I was under the impression that power attack could be multiplied when you score a critical hit. Am I misreading the above text? Sneak attack clearly state that they are not multiplied, but power attack does not. Both seem to be "extra damage dice". Is there a clearer reference somewhere that states power attack cannot be multiplied?
 
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rrealm said:
Sneak attacks clearly state that they are not multiplied, but power attack does not. Both seem to be "extra damage dice".

No, they don't.

Sneak attack deals an extra +4d6.

Power Attack deals an extra +7.

Notice the "d" in the bonus damage for sneak attack? Extra dice.

Notice the lack of a "d" in the bonus damage for power attack? No dice.

Therefore Power Attack is multiplied, but Sneak Attack is not.

-Hyp.
 

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