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So this came up while spellstriking with a magus, but I can see others situations.
You inspire your allies with words or tunes of encouragement. You and all allies in the area gain a +1 status bonus to attack rolls, damage rolls, and saves against fear effects.
Now let’s say I spell strike with produce flame against a creature that resists my physical damage but not fire damage. Let’s say it has slashing resist 10 against my axe, and I only do 6 slashing damage. Does the bard song add to the fire (which would ultimately increase my damage by 1) or physical damage (which wouldn’t increase the damage due to resistance)? What is the determining factor?

SuperBidi |

Status bonus to damage adds to all types of damage.
In the case of Spellstrike, the attack and the spell are resolved separately even if the attack roll is the same. So they both gain the bonus (in general, when you combine things like spells or attacks, status damage tend to be added to both damage rolls).

Darksol the Painbringer |

It adds to both attacks' damage rolls (Spell and Strike).
Note that it adds to all damage rolls, even those of spells with a save.
I don't agree with that simply because a damage roll is already codified within the rules as being a specific formula. Spells with saving throws don't follow that formula, and as such shouldn't be affected by Inspire Courage.

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The Raven Black wrote:It adds to both attacks' damage rolls (Spell and Strike).
Note that it adds to all damage rolls, even those of spells with a save.
I don't agree with that simply because a damage roll is already codified within the rules as being a specific formula. Spells with saving throws don't follow that formula, and as such shouldn't be affected by Inspire Courage.
This links to damage rolls for weapons and not at all for spells. The formulas are specifically for weapons or unarmed attacks.
You might even say that ranged unarmed attacks do no damage since they are not mentioned in the formulas.

Darksol the Painbringer |

Darksol the Painbringer wrote:The Raven Black wrote:It adds to both attacks' damage rolls (Spell and Strike).
Note that it adds to all damage rolls, even those of spells with a save.
I don't agree with that simply because a damage roll is already codified within the rules as being a specific formula. Spells with saving throws don't follow that formula, and as such shouldn't be affected by Inspire Courage.
This links to damage rolls for weapons and not at all for spells. The formulas are specifically for weapons or unarmed attacks.
You might even say that ranged unarmed attacks do no damage since they are not mentioned in the formulas.
I imagine it was created for brevity simply because ranged unarmed strikes did not exist in the Core Rulebook. It still uses an attack roll, which is what damage rolls are dependent on. Spells with a saving throw don't use attack rolls and therefore don't benefit from Inspire Courage.

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The bonus applies to all damage rolls.
And spells with saving throws do get damage rolls.
"Step 1: Roll the Damage Dice and Apply Modifiers, Bonuses, and Penalties
Source Core Rulebook pg. 450 2.0
Your weapon, unarmed attack, spell, or sometimes even a magic item determines what type of dice you roll for damage, and how many. For instance, if you’re using a normal longsword, you’ll roll 1d8. If you’re casting a 3rd-level fireball spell, you’ll roll 6d6."

breithauptclan |
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The Raven Black wrote:It adds to both attacks' damage rolls (Spell and Strike).
Note that it adds to all damage rolls, even those of spells with a save.
I don't agree with that simply because a damage roll is already codified within the rules as being a specific formula. Spells with saving throws don't follow that formula, and as such shouldn't be affected by Inspire Courage.
A melee damage roll has a specific calculation. And Inspire Courage would add to the damage rolled.
A ranged damage roll also has a calculation. And since Inspire Courage adds to all damage rolls, it also adds to that damage calculation.
Spell damage rolls also have a damage calculation. Again, since Inspire Courage adds to all damage rolls, it would add to the damage of spells too.

Sibelius Eos Owm |

Inspire Courage definitely adds to any damage roll, whether spell or weapon, but here's something to bake your noodle. If your melee attack deals more than one damage type, can you choose to increase one type (say, on a shock rune) which is more effective instead of the default (say, piercing) which would be resisted even with the increase? For this I believe the answer is a lot less straightforward.
Personally I'd be inclined to say that if you take your shock rapier, the composition would default always to the physical damage that forms the core of your attack (and maybe completely resisted by a black pudding) and not enhance the electricity damage. I have no evidence or support for this, it's just my gut feeling and would be interested to learn more.

SuperBidi |

Inspire Courage definitely adds to any damage roll, whether spell or weapon, but here's something to bake your noodle. If your melee attack deals more than one damage type, can you choose to increase one type (say, on a shock rune) which is more effective instead of the default (say, piercing) which would be resisted even with the increase? For this I believe the answer is a lot less straightforward.
Personally I'd be inclined to say that if you take your shock rapier, the composition would default always to the physical damage that forms the core of your attack (and maybe completely resisted by a black pudding) and not enhance the electricity damage. I have no evidence or support for this, it's just my gut feeling and would be interested to learn more.
Spells and attack have a single type of damage. The other types of damage are "additional damage" or "extra damage". They are not the damage of your attack, and are not supposed to enter the damage formula.
Additional damage is not well defined, but it seems quite clear that bonuses to damage only affect the main portion of damage and none of the additional damage.
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Indeed. The link provided by Darksol above that deals with a weapon or unarmed attack's damage roll mentions that additional damage dice come in addition to the basic damage roll, which is based on the standard weapon or unarmed attack. So I believe the bonus goes to this base damage roll and gets the same traits / type of damage.
Just like the STR modifier for melee attacks.

breithauptclan |

I always read it as 'all damage rolls' which would mean both the base weapon damage and any additional damage of a different instance even if it is part of the same attack.
For example: precision damage isn't a separate instance of damage. It is increasing the weapon damage roll. So Inspire Courage wouldn't add to the precision damage - just the weapon damage that the precision damage is also being applied to.
But a weapon with a Frost rune on it is adding a different instance of damage. So Inspire Courage would add to both the weapon damage and the cold damage.
Also, if rolled damage is coming from a condition such as persistent damage or an affliction, Inspire Courage wouldn't increase it because it only affects damage caused by an ally (or the ally's equipment directly), not damage caused by a condition.
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The other ambiguity is if a fixed value of damage is still a 'rolled' damage or not. I think the general consensus is that it is not, but that hasn't been completely determined.

Darksol the Painbringer |
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I always read it as 'all damage rolls' which would mean both the base weapon damage and any additional damage of a different instance even if it is part of the same attack.
For example: precision damage isn't a separate instance of damage. It is increasing the weapon damage roll. So Inspire Courage wouldn't add to the precision damage - just the weapon damage that the precision damage is also being applied to.
But a weapon with a Frost rune on it is adding a different instance of damage. So Inspire Courage would add to both the weapon damage and the cold damage.
Also, if rolled damage is coming from a condition such as persistent damage or an affliction, Inspire Courage wouldn't increase it because it only affects damage caused by an ally (or the ally's equipment directly), not damage caused by a condition.
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The other ambiguity is if a fixed value of damage is still a 'rolled' damage or not. I think the general consensus is that it is not, but that hasn't been completely determined.
I don't think Inspire Courage adds to each individual source of damage, that falls under the TGTBT clause, because now you got Inspire Courage granting upwards of 4-5 damage per attack, which doesn't seem very much intended.
I also initially thought the boost to spells would fall under a TGTBT clause, but I'll concede that point, simply because I kind of want it to work, since spells are weaker than martials in combat effectiveness as-is.

Deriven Firelion |
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I follow the rule like it says. It adds +1 to any damage roll, attack roll, or fear saving throw.
I don't count weapons with flaming traits or the like as a separate damage roll, but as a single roll with multiple damage types.
But spellstrike I do count as two separate damage rolls: one for the strike and one for the spell damage, so +1 to each.
Damage rolls are not dependent on attack rolls. Damage rolls can occur for multiple effects and each separate effect would get the bonus.

Deriven Firelion |

breithauptclan wrote:I always read it as 'all damage rolls' which would mean both the base weapon damage and any additional damage of a different instance even if it is part of the same attack.
For example: precision damage isn't a separate instance of damage. It is increasing the weapon damage roll. So Inspire Courage wouldn't add to the precision damage - just the weapon damage that the precision damage is also being applied to.
But a weapon with a Frost rune on it is adding a different instance of damage. So Inspire Courage would add to both the weapon damage and the cold damage.
Also, if rolled damage is coming from a condition such as persistent damage or an affliction, Inspire Courage wouldn't increase it because it only affects damage caused by an ally (or the ally's equipment directly), not damage caused by a condition.
------
The other ambiguity is if a fixed value of damage is still a 'rolled' damage or not. I think the general consensus is that it is not, but that hasn't been completely determined.
I don't think Inspire Courage adds to each individual source of damage, that falls under the TGTBT clause, because now you got Inspire Courage granting upwards of 4-5 damage per attack, which doesn't seem very much intended.
I also initially thought the boost to spells would fall under a TGTBT clause, but I'll concede that point, simply because I kind of want it to work, since spells are weaker than martials in combat effectiveness as-is.
The entire bard class falls under TGTBT. They are literally the most powerful support caster and perhaps overall caster and only the druid even comes close to their power in different ways.

breithauptclan |

The entire bard class falls under TGTBT. They are literally the most powerful support caster and perhaps overall caster and only the druid even comes close to their power in different ways.
I'm not sure that the entire class is TGTBT, but Inspire Courage certainly is. It should have at least cost a focus point to start.

Deriven Firelion |

Deriven Firelion wrote:The entire bard class falls under TGTBT. They are literally the most powerful support caster and perhaps overall caster and only the druid even comes close to their power in different ways.I'm not sure that the entire class is TGTBT, but Inspire Courage certainly is. It should have at least cost a focus point to start.
Inspire Defense
Dirge of DoomAbility to take two muses
Polymath allows you to keep a spellbook and change out spells
Inspire Heroics for a focus point
8 hit points
light armor
simple weapons, rapier
Occult Spell list which is one of the strongest spell lists with synesthesia which you can combine with one of your cantrips
Harmonize for two compositions a round
capstone extra action solely to keep compositions going
No other caster really has that combination of abilities with the druid coming the closest.

SuperBidi |

The other ambiguity is if a fixed value of damage is still a 'rolled' damage or not. I think the general consensus is that it is not, but that hasn't been completely determined.
There's an ambiguity on the rule:
"Damage is sometimes given as a fixed amount, but more often than not you’ll make a damage roll to determine how much damage you deal. A damage roll typically uses a number and type of dice determined by the weapon or unarmed attack used or the spell cast, and it is often enhanced by various modifiers, bonuses, and penalties. Like checks, a damage roll—especially a melee weapon damage roll—is often modified by a number of modifiers, penalties, and bonuses. When making a damage roll, you take the following steps, explained in detail below.- Roll the dice indicated by the weapon, unarmed attack, or spell, and apply the modifiers, bonuses, and penalties that apply to the result of the roll.
- Determine the damage type.
- Apply the target’s immunities, weaknesses, and resistances to the damage.
- If any damage remains, reduce the target’s Hit Points by that amount."
They make an unnecessary distinction between fixed amount and damage rolls. Which create 3 readings:
- The most RAW one is that fixed amount of damage doesn't go at all through the formula, as such fixed damage doesn't reduce hit points at all. That would be preposterous.
- The opposite reading is that fixed amount of damage go through the whole formula and as such benefit from bonuses.
- The last reading is that fixed amount just forget step 1 as you can't roll damage. It works fine in most cases, but... It would mean that blowguns don't benefit from additional damage, that they can't crit (as it's the first step of damage that determine crit effects). It would also mean that Finger of Death ignores your save as it's a basic save and basic saves effects are calculated during the first step. Once again, it doesn't work.
So, the safest reading is that every damage goes through the formula and it's just a bad habit to not apply bonuses it to splash damage and other fixed damage.