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Sticky: Rules you didn't realize
5 years ago  ::  Sep 30, 2008 - 5:32AM #71
PheonixIV
Date Joined: Sep 29, 2008
Posts: 4,389

Discordian wrote:

I thought the ruling was that you don't get max sneak attack (or quarry) damage on a crit.


Extra Damage: Magic weapons and implements, as well as high crit weapons, can increase the damage you deal when you score a critical hit. If this extra damage is a die roll, it’s not automatically maximum damage; you add the result of the roll.


And it doesn't say anything special about sneak attack critting when other forms of extra damage do not, so you are correct, sneak attack does not max on a crit.

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5 years ago  ::  Sep 30, 2008 - 5:38AM #72
Akram_Umbar
Date Joined: Sep 12, 2008
Posts: 334

PheonixIV wrote:

And it doesn't say anything special about sneak attack critting when other forms of extra damage do not, so you are correct, sneak attack does not max on a crit.


Actually, that's backwards... only dice that are added as a result of it being a critical hit are not maximized. Dice from Hunter's Quarry, Sneak Attack, or Warlock's Curse are not dependent upon a critical hit, therefore are maximized.

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5 years ago  ::  Sep 30, 2008 - 5:45AM #73
Eldiran
Date Joined: Jun 10, 2008
Posts: 518

PheonixIV wrote:

Extra Damage: Magic weapons and implements, as well as high crit weapons, can increase the damage you deal when you score a critical hit. If this extra damage is a die roll, it’s not automatically maximum damage; you add the result of the roll.


Note that this paragraph is referring specifically to the magic weapon crit damage. It's clarifying that the +1d6 you get on a crit from a magic weapon is not maxed.

I don't have the PHB to thumb through right now, but I was of the understanding that all damage that wasn't added as a direct result of critting was maxed, which would include sneak attack damage.

EDIT: woops, just a little too slow...

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5 years ago  ::  Sep 30, 2008 - 6:44AM #74
Discordian
Date Joined: Oct 25, 2006
Posts: 590
Right you are; it's in the FAQ. We've been playing that one wrong all along. :P
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5 years ago  ::  Sep 30, 2008 - 6:46AM #75
sgryphon
Date Joined: Sep 14, 2007
Posts: 299

Akram_Umbar wrote:

Dice from Hunter's Quarry, Sneak Attack, or Warlock's Curse are not dependent upon a critical hit, therefore are maximized.


Yup. All dice (that aren't critical-only) are maximized.

You still roll high-crit, magical weapon crit and other crit-only dice (kinda obvious, otherwise making them dice would be redundant).

This is, of course, completely different from 3.x (where sneak attack did not get the crit multiplier) -- which is kinda the point of this thread.

Discordian wrote:

Right you are; it's in the FAQ. We've been playing that one wrong all along. :P


As the subject says "rules you didn't realize" -- new game, new rules (but it is hard not to bring across baggage from earlier versions).

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5 years ago  ::  Sep 30, 2008 - 6:55AM #76
sgryphon
Date Joined: Sep 14, 2007
Posts: 299

Orukal wrote:

(True, you would lose the ability to gain combat advantage with no held weapon, with the exception of a staff but should you, as a wizard really be looking to flank someone, anyway?)


sgryphon wrote:

Yes, but providing combat advantage to someone else may be very useful. (even if of little use to the wizard themselves).


Ah, the wonders of new rules.

Not only did Orukal fall back into 3.x-ism, assuming you actually need to be holding a weapon to get flanking combat advantage, but I fell straight into the trap alongside him, arguing that it may be useful to supply CA to your allies.

Of, course CA happens whenever you flank, no matter what you are holding in your hands. Provided you can actually attack (e.g. not stunned), then you can make an unarmed "punch, kick, elbow, knee or even head butt" (p.216)

Go those headbutting wizards with an orb in one hand and a potion in the other.

I like this thread.

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5 years ago  ::  Sep 30, 2008 - 7:35AM #77
Orukal
Date Joined: Jan 10, 2007
Posts: 26
sgryphon and tiornys got me, and sgryphon figured it out right before me. Yea, I did fall into the pit trap of 3.x. I had a hunch/feeling this morning about flanking and had to check it out myself.

Unless someone can correct this, I think I have #25:

You do not need to hold a weapon in order to obtain combat advantage through a flank. You can be armed or unarmed. (PHB 285)
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5 years ago  ::  Sep 30, 2008 - 8:50AM #78
jeff-heikkinen
  • ****(ytic)
Date Joined: Aug 13, 2001
Posts: 8,352
Not one that I missed, but one I have to correct people on constantly, so I assume a lot of people have missed it:

#25: You don't need an implement just to use a power with the Implement keyword, regardless of your class. Not having an implement has no ill effects, apart from Wizards losing the benefits of Arcane Implement Mastery.
Jeff Heikkinen
DCI Rules Advisor since Dec 25, 2011
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5 years ago  ::  Sep 30, 2008 - 8:58AM #79
eleran
Date Joined: Jul 26, 2003
Posts: 519

Sillen wrote:

It's acctually once every 12 hours, isn't it ?

Slightly related, I havent found any rules on sleep depravity other than there must be 6 hours of sleep in a cycle of 24 hours, otherwise the next extended rest has no effect.

So basicly PC's can stay awake forever
Doesnt seem right..


On a similar vein there is nothign relating to sleeping in armor. I houseruled that you can rest in hide or lower armor, anything else will give you a short rest benefit but not an extended rest benefit

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5 years ago  ::  Sep 30, 2008 - 9:12AM #80
jeff-heikkinen
  • ****(ytic)
Date Joined: Aug 13, 2001
Posts: 8,352
"Sleep depravity", by the way, makes it sound like you're asking about molesting people in their (or perhaps, your) sleep. The word you want is deprivation.

Sorry, I keep seeing it being quoted over and over and it just bugs me.
Jeff Heikkinen
DCI Rules Advisor since Dec 25, 2011
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