How does charging with lances and criticals work?


Rules Questions


I assume that you multiply the initial damage with the lance and then multiply that by the 3x crit.

So in total a 6x multiplier on damage. Is this wrong?


I am pretty sure they didn't change it in PF. But with multipliers you add them not multiply them each other. So 1(base damage)+1(lance charge)+2(critical)= x4.

Instead of 2x3=x6.

Paizo Employee Director of Game Design

You add to the critical multiplier. So if you crit with a weapon that is already dealing x3 damage, you deal x4 damage (not x6).

Jason Bulmahn
Lead Designer
Cruising the Boards, late night edition

Acquisitives

Pathfinder Adventure, Adventure Path, Maps, Rulebook Subscriber; Starfinder Superscriber

How does that work though, if you are adding the critical modifiers together rather than multiplying them. (base dmg) = x
i.e. Charge with a lance 2x
use spirited charge +3x totaling 5x
critical +3x totaling 8x

or at a very minimum following Bigs example. 1(base damage)+1(lance charge)+2(spirited charge)+2(critical)= x6

if it specifically "triples the damage" would this not add three to the damage modifier?
for a lance this is a great deal of damage, but is that not the idea and exactly how it is described, the idea of feats is that they help us be more nasty, this is one of the cavaliers only ways to deal mass damage if they get the opportunity to charge?

why would a critical only add +1 to the modifier? where in the rules is this listed or the math explained?


Marvelous wrote:

How does that work though, if you are adding the critical modifiers together rather than multiplying them. (base dmg) = x

i.e. Charge with a lance 2x
use spirited charge +3x totaling 5x
critical +3x totaling 8x

if it specifically "triples the damage" would this not add three to the damage modifier?
for a lance this is a great deal of damage, but is that not the idea and exactly how it is described, the idea of feats is that they help us be more nasty, this is one of the cavaliers only ways to deal mass damage if they get the opportunity to charge?

why would a critical only add +1 to the modifier? where in the rules is this listed or the math explained?

Page 12 of the CRB

Multiplying: When you are asked to apply more than
one multiplier to a roll, the multipliers are not multiplied
by one another. Instead, you combine them into a single
multiplier, with each extra multiple adding 1 less than its
value to the first multiple. For example, if you are asked to
apply a ×2 multiplier twice, the result would be ×3, not ×4.

Acquisitives

Pathfinder Adventure, Adventure Path, Maps, Rulebook Subscriber; Starfinder Superscriber
gravalpea wrote:


Page 12 of the CRB
Multiplying: When you are asked to apply more than
one multiplier to a roll, the multipliers are not multiplied
by one another. Instead, you combine them into a single
multiplier, with each extra multiple adding 1 less than its
value to the first multiple. For example, if you are asked to
apply a ×2 multiplier twice, the result would be ×3, not ×4.

so following Bigs example. 1(base damage)+1(lance charge)+2(spirited charge with lance(x3))+2(critical with lance (x3))= x6

this would be correct?

Liberty's Edge

Marvelous wrote:


so following Bigs example. 1(base damage)+1(lance charge)+2(spirited charge with lance(x3))+2(critical with lance (x3))= x6
this would be correct?

No.

Spirited charge substitute the bonus from the lanche charge, don't add to it.

So:
1(base damage)+2(charge, using the spirited charge damage with a lancewith lance(x3))+2(critical with lance (x3))= x5


you are taking and adding base damage to all of your crits and on spirited charge plus the initial base damage, so you have base damage in there 3 times when it is only in the formula once.

Acquisitives

Pathfinder Adventure, Adventure Path, Maps, Rulebook Subscriber; Starfinder Superscriber

okay, I can see how spirited charge replaces the base doubling of a lance charge, it doesn't say specifically but the wording indicates. So 1(base damage)+2(spirited charge with lance(x3))+2(critical with lance (x3))= x5 makes sense.

i.e normal lance charge = x2
crit on a lance charge x4
lance charge with spirited charge x3
crit on a lance charge with spirited charge x5

Sorry to be so obtuse about this but it doesn't exactly spell it out clearly and going from thinking this should do a x8 down to a x5 feels like a let down, but it makes sense now so thank you all for your help.


Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber

For every multiplier after the first, subtract one from the multiplier given, and add that to the first multiplier.

So, Spirited charge (x3) plus lance critical (3 -1 = 2) = x5

Normal charge (x2) plus lance critical (3 - 1 = 2) = x4

All the usual caveats about bonus dice not being multiplied continue to apply, so someone who's packing Greater Vital Strike and Spirited Charge using a medium Lance (assuming no other bonuses from Str or magic weapons) who manages a critical is dealing

3d8 (Spirited Charge) plus 2d8 (lance critical) plus 3d8 (Greater Vital Strike) = 8d8 damage.

It would be easier to understand if criticals were dealt with by adding damage dice, rather than multiplying them. The 4E notation could be bastardised for this purpose, using a notation of [W] to represent the dice type for the weapon, and [D] to represent [W]+Modifiers, in which case a lance would add [D] on a charge, 2[D] on a critical and Spirited Charge added 2[D] to a lance charge, while Greater Vital Strike adds 3[W] to the damage dealt.

But that's just me trying to think of improvements for clarity's sake.


Marvelous wrote:

okay, I can see how spirited charge replaces the base doubling of a lance charge, it doesn't say specifically but the wording indicates. So 1(base damage)+2(spirited charge with lance(x3))+2(critical with lance (x3))= x5 makes sense.

i.e normal lance charge = x2
crit on a lance charge x4
lance charge with spirited charge x3
crit on a lance charge with spirited charge x5

Sorry to be so obtuse about this but it doesn't exactly spell it out clearly and going from thinking this should do a x8 down to a x5 feels like a let down, but it makes sense now so thank you all for your help.

I can assure you, x5 damage is NEVER a letdown. A level 20 Paladin or Cavalier will show you exactly that, if you let them.

Dark Archive

x5 is definitely not a let down.

I have characters that can do 50 damage on a normal x2 at level 7 without super optimization. If he somehow gets a x5 crit, that's 250 damage instead, more than enough to kill anything up to probably...CR 15 creatures.


BYC wrote:

x5 is definitely not a let down.

I have characters that can do 50 damage on a normal x2 at level 7 without super optimization. If he somehow gets a x5 crit, that's 250 damage instead, more than enough to kill anything up to probably...CR 15 creatures.

Your math is off.

If he does 50 with x2, then x5 would be 125.

Still very nice crits with a charging lance have ALWAYS been very nice... Though often less then a full attack can do at higher level.

Sovereign Court

A bit of a tangent ... is it worth it for a mounted paladin to take a level of sorcerer for true strike?

Liberty's Edge

Yeah, the whole stacking multiplies thing has always confused me.

Sczarni

The Human Diversion wrote:
A bit of a tangent ... is it worth it for a mounted paladin to take a level of sorcerer for true strike?

No. Just have someone cast it on you or buy a wand...your CHA should be pretty decent already and getting a trait to make UMD a class skill is nothing.


ossian666 wrote:
The Human Diversion wrote:
A bit of a tangent ... is it worth it for a mounted paladin to take a level of sorcerer for true strike?
No. Just have someone cast it on you or buy a wand...your CHA should be pretty decent already and getting a trait to make UMD a class skill is nothing.

Remember that True Strike is a personal-range spell, so your friends can't cast it on you, either normally or from a wand.

But UMD to use a wand of True Strike on yourself would work.

Sczarni

AvalonXQ wrote:
ossian666 wrote:
The Human Diversion wrote:
A bit of a tangent ... is it worth it for a mounted paladin to take a level of sorcerer for true strike?
No. Just have someone cast it on you or buy a wand...your CHA should be pretty decent already and getting a trait to make UMD a class skill is nothing.

Remember that True Strike is a personal-range spell, so your friends can't cast it on you, either normally or from a wand.

But UMD to use a wand of True Strike on yourself would work.

Yea I was working from memory and I never take that spell. Just wanted to make sure he knew taking 1 level of Sorceror was just all around not worth it.


The Human Diversion wrote:
A bit of a tangent ... is it worth it for a mounted paladin to take a level of sorcerer for true strike?

Not really. If you're charging around, you're only really missing on 1s anyway at higher levels and the loss of BAB at lower levels, as well as associated other net losses in abilities, is rather punishing. To be fair, though, the Cavalier is a much better charger.

Scarab Sages

True strike can be a potion, as well.

The Exchange

The Human Diversion wrote:
A bit of a tangent ... is it worth it for a mounted paladin to take a level of sorcerer for true strike?

It's only a +20 to hit, not an auto-crit. Plus, while your using the wand or drinking the potion, your enemies are closing.


Wolfsnap wrote:
True strike can be a potion, as well.
d20PFSRD.com wrote:

The imbiber of the potion is both the caster and the target. Spells with a range of personal cannot be made into potions.

Link

The rules are pretty clearly set up to prevent spells with range = personal from being applied to another person. The only way to get around this is with a high UMD check, hince why UMD is usually considered the 2nd best skill in the game, after Perception.


Naedre wrote:
Wolfsnap wrote:
True strike can be a potion, as well.
d20PFSRD.com wrote:

The imbiber of the potion is both the caster and the target. Spells with a range of personal cannot be made into potions.

Link

The rules are pretty clearly set up to prevent spells with range = personal from being applied to another person. The only way to get around this is with a high UMD check, hince why UMD is usually considered the 2nd best skill in the game, after Perception.

Corerct but a shame....

I was envisioning a Vanara Cavalier charging on his mount... Swift action to get potion from somewhere on shi body (Prehensile Tail),Move action to quaff potion (Accelerated Drinker Trait), Horse charges and Attack with Lance Standard language.

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