nogoodscallywag
|
I cannot find the rule on critical hits for a player who demands to know...
I believe for crits, or"double damage" scenarios, that only the dice are doubled, not the total damage rolled.
For instance, a fighter used a scimitar which is x2. This means the fighter would roll 2d8 + whatever mods and this is the total and not d8 + mods x2...
Same for spells that call for double damage. For instance, Sunburst says 6d6 and double damage for light-sensitive creatures. That means damage is 12d6 and not 6d6 x 2. I simple cannot find this in the rules.
| Joana |
Critical Hits: When you make an attack roll and get a natural 20 (the d20 shows 20), you hit regardless of your target's Armor Class, and you have scored a “threat,” meaning the hit might be a critical hit (or “crit”). To find out if it's a critical hit, you immediately make an attempt to “confirm” the critical hit—another attack roll with all the same modifiers as the attack roll you just made. If the confirmation roll also results in a hit against the target's AC, your original hit is a critical hit. (The critical roll just needs to hit to give you a crit, it doesn't need to come up 20 again.) If the confirmation roll is a miss, then your hit is just a regular hit.
A critical hit means that you roll your damage more than once, with all your usual bonuses, and add the rolls together. Unless otherwise specified, the threat range for a critical hit on an attack roll is 20, and the multiplier is ×2.
Exception: Precision damage (such as from a rogue's sneak attack class feature) and additional damage dice from special weapon qualities (such as flaming) are not multiplied when you score a critical hit.
Increased Threat Range: Sometimes your threat range is greater than 20. That is, you can score a threat on a lower number. In such cases, a roll of lower than 20 is not an automatic hit. Any attack roll that doesn't result in a hit is not a threat.
Increased Critical Multiplier: Some weapons deal better than double damage on a critical hit (see Equipment).
Spells and Critical Hits: A spell that requires an attack roll can score a critical hit. A spell attack that requires no attack roll cannot score a critical hit. If a spell causes ability damage or drain (see Special Abilities), the damage or drain is doubled on a critical hit.
Bolded for emphasis. You double all bonuses, except precision damage and special weapon quality damage. Damage bonuses from high Str or +2 sword or whatever would be doubled. It's in the Combat chapter, under Standard actions, or here in the PRD.
bigkilla
|
Critical Hits: When you make an attack roll and get a natural 20 (the d20 shows 20), you hit regardless of your target's Armor Class, and you have scored a “threat,” meaning the hit might be a critical hit (or “crit”). To find out if it's a critical hit, you immediately make an attempt to “confirm” the critical hit—another attack roll with all the same modifiers as the attack roll you just made. If the confirmation roll also results in a hit against the target's AC, your original hit is a critical hit. (The critical roll just needs to hit to give you a crit, it doesn't need to come up 20 again.) If the confirmation roll is a miss, then your hit is just a regular hit.
A critical hit means that you roll your damage more than once, with all your usual bonuses, and add the rolls together. Unless otherwise specified, the threat range for a critical hit on an attack roll is 20, and the multiplier is ×2.
Exception: Precision damage (such as from a rogue's sneak attack class feature) and additional damage dice from special weapon qualities (such as flaming) are not multiplied when you score a critical hit.
Increased Threat Range: Sometimes your threat range is greater than 20. That is, you can score a threat on a lower number. In such cases, a roll of lower than 20 is not an automatic hit. Any attack roll that doesn't result in a hit is not a threat.
Increased Critical Multiplier: Some weapons deal better than double damage on a critical hit (see Equipment).
Spells and Critical Hits: A spell that requires an attack roll can score a critical hit. A spell attack that requires no attack roll cannot score a critical hit. If a spell causes ability damage or drain (see Special Abilities), the damage or drain is doubled on a critical hit.
| Lathiira |
Page 184, core rulebook.
"A critical hit means that you roll your damage more than once, with all your usual bonuses, and add the rolls together."
That means that bonuses for magic weapons, high Strength, the spells your buddies cast...they all get multiplied. So if I crit with my longsword+2 and I have 18 Strength, I roll 2d8+12. I'd normally roll 1d8+2 for the sword+4 for my Strength, so rolling it twice is 2d8+12. This applies to spells as well. Now statistically, there's a small difference in the mean damage if you just double it, but I'll let someone else explain that if need be.
Edit: Lots of ninjas out tonight :)
| Astral Wanderer |
I cannot find the rule on critical hits for a player who demands to know...
I believe for crits, or"double damage" scenarios, that only the dice are doubled, not the total damage rolled.
For instance, a fighter used a scimitar which is x2. This means the fighter would roll 2d8 + whatever mods and this is the total and not d8 + mods x2...
Same for spells that call for double damage. For instance, Sunburst says 6d6 and double damage for light-sensitive creatures. That means damage is 12d6 and not 6d6 x 2. I simple cannot find this in the rules.
To what has already been said, I'll add that... I don't know if you just took the Sunburst example carelessly or use some homebrew rule that lets it crit, but Sunburst, on his own, cannot crit, since it doesn't require an attack roll.
Beyond that, dice are rolled anew for each multiplier of the critical, rather than rolled just once and then be multiplied. And added bonuses to the attack's damage are all multiplied, with notable exceptions like Sneak Attack, energy damage from magic weapon abilities (Flaming, Frost, etc.) and a handful of other things.