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3 years ago  ::  Aug 31, 2010 - 11:55AM #1
PaladinOnline
Date Joined: Jul 11, 2008
Posts: 416

After some discussion in IRC, I have come to the conclusion that the current CO-concensus on the topic of extra damage is incorrect. This is not a statement I make lightly. Ergo, I shall have to back-up my position using the rules as we have them.

The starting point of the argument is whether or not powrs such as Hellish Rebuke and Dire Radiance will add your damage mods again when their conditions trigger. This progressed to an argument about extra damage and how extra damage never adds mods again...this, I have discovered, is incorrect. I will lay out the foundation for this belief:

The rules do not define any term that goes by the name 'Extra Damage'

This is very serious. You cannot state that 'extra damage does not add mods again' when there is nothing in the rules regarding extra damage - and especially nothing that says you do or do not add mods to it. In other words, the defined term 'Extra Damage' is a fabricated construction. It exists only on the Character Optimisation boards and nowhere else in D&D.

From this fact, any assumptions based on the term 'extra damage' must be re-evaluated and - importantly - without bias. Previous arguments relating to extra damage are no longer relevant because they cannot be as 'extra damage' (the rules entry) does not exist.

Before everyone overacts, however, there is an important caveat I must make. In the vast majority of circumstances, this revelation is not relevant. In fact, the CO short-hand 'extra damage does not apply mods' is applicable in the vast majority of situations.

But why?

Simply because 'damage rolls’, taken as a whole, only add mods once. Most case of additional damage that exists in the game is added into the original attack. The main striker features for example – sneak attack, hunter's quarry and warlock's curse – are all added into the attack you apply them to. They become part of the attack's damage roll as stated in their relevant rules text. This means they are not separate - they are part of the attack they are improving. They are part of one large damage roll. This is the case with the vast majority of bonus damage. And, as they are mostly additions to the attack's damage roll, they do not gain mods again.

This, I believe, is where the extra damage short hand comes from. It's an easy simplification and correct in most cases. However,

There are anomalies that do not fit the usual pattern. The Warlock powers Hellish Rebuke and Dire Radiance (the powers that started the discussion) are two such exceptions. Unlike other instances of extra damage, such as sneak attack et al, they are not explicitly part of the first damage roll that the power allows you to make.

As they are not explicitly part of the same damage roll and, given they have separate triggers that could occur many turns after the original attack has succeeded, the only logical conclusion to make is they are a separate damage roll. And - as separate damage rolls - they are entitled to all the modifiers that damage rolls are usually accompanied by (such as your implement bonus, weapon focus if it applies, etc) as per the damage roll rules.

In summation: extra damage isn't a defined rules term and can't be used as the foundation of an argument (despite its usefulness as shorthand). Most sources of additional damage state they are part of the original power/attack/damage roll and - therefore - do not apply your static modifiers again. This, I believe, is the origin of the CO-shorthand 'extra damage'. This short hand is not useful in all instances, however, and as is the case with Hellish Rebuke and certain other powers this assumption is incorrect. The conditional triggers of these powers are not stated to be part of the original damage roll and, unlike most cases of extra damage, do not occur with the original roll either - they are separate: both by their wording and by their differing triggers and time frames.

So in conclusion, Hellish Rebuke, Dire Radiance and a rare smattering of other instances do allow you to apply your mods again. And be careful not to mistake convenient short hand for gospel.

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3 years ago  ::  Aug 31, 2010 - 12:06PM #2
x3nth10n
Date Joined: Jan 29, 2008
Posts: 1,223
I agree completely.  Bonus Damage as a term is never defined, and the rules are clear about Separate damage rolls.  Adding the word bonus does not somehow magically invalidate this fact as it is never defined, and most instances of bonus damage are added to the attack, and thus the same damage roll, so in general it should change nothing.
A note to all who think I am being aggressive or angry- 99% of the time, I do not intend to be.  I apologize if you think I am attacking you, odds are very strong that I am not.  The only exceptions are when people become extremely uncivil to me, and even then I usually ignore them.  I think it is very obvious when I am really mad; if I just seem generally abrasive, it is a reflection of my thought process rather than a state of emotion.  I have the greatest respect for those who can debate rationally, even if we come to different conclusions.

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3 years ago  ::  Aug 31, 2010 - 12:07PM #3
kilpatds
Date Joined: Nov 23, 2003
Posts: 4,972

Aug 31, 2010 -- 11:55AM, PaladinOnline wrote:

After some discussion in IRC, I have come to the conclusion that the current CO-concensus on the topic of extra damage is incorrect.


Not directly relevant, but I'm wondering if I should start a wiki page off the CO group to keep track of "concensus" things like this.  At least it would let us keep track of the threads were these issues are discussed.


"Nice assumptions. Completely wrong assumptions, but by jove if being incorrect stopped people from making idiotic statements, we wouldn't have modern internet subculture." Kerrus

Practical gameplay runs by neither RAW or RAI, but rather "A Compromise Between The Gist Of The Rule As I Recall Getting The Impression Of It That One Time I Read It And What Jerry Says He Remembers, Whatever, We'll Look It Up Later If Any Of Us Still Give A Damn." Erachima
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3 years ago  ::  Aug 31, 2010 - 12:10PM #4
PaladinOnline
Date Joined: Jul 11, 2008
Posts: 416

Aug 31, 2010 -- 12:07PM, kilpatds wrote:

Aug 31, 2010 -- 11:55AM, PaladinOnline wrote:

After some discussion in IRC, I have come to the conclusion that the current CO-concensus on the topic of extra damage is incorrect.


Not directly relevant, but I'm wondering if I should start a wiki page off the CO group to keep track of "concensus" things like this.  At least it would let us keep track of the threads were these issues are discussed.





That would be nice, Kil but I don't think it'll ever happen. There's just too much that's left unsaid to put into words easily - and sometimes corner cases like this are only relevant in very specific situations. Still, I believe it's important that these things do get scrutinised and aired.


That said, as a respected poster yourself, do you have an opinion on one side of the argument or the other?

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3 years ago  ::  Aug 31, 2010 - 12:13PM #5
lordduskblade
Date Joined: Aug 17, 2007
Posts: 8,387
I disagree on the premise that while there is no hard-and-fast rule to support the current consensus of how all instances of extra damage are treated, there is none to support the contrary as either. The RAW is admittedly vague, which was agreed upon by all participants of the IRC argument. As such, the best that can be done is to apply a logical premise and derive a ruling from it. My argument is that "extra" is not an empty term, but an implication of that the subsequent damage figure is part of the original damage figure. As such, modifiers would not apply to it. It also has the handy effect of providing an easy-to-recognize "keyword", if you will (if it says extra, no mods), which is nice to have. Of course, I can't conclusively prove my premise, but I would point out that neither can you, and neither has the burden of proof, which means that until an official, developer-sponosored ruling comes out, both are equally valid.

I do appreciate this thread, though, because I believe it will improve the odds of such a ruling's occurrence.
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3 years ago  ::  Aug 31, 2010 - 12:18PM #6
PaladinOnline
Date Joined: Jul 11, 2008
Posts: 416
That's my argument exactly, LDB. It is vague because there's no definite ruling per the RAW which is why I believe my argument to be correct. Most instances of extra damage (if we can still call it that) apply explictly to the attack at the same time as part of the same damage roll. Because it's one damage roll, it only applies mods once (per the damage roll rules). This statement is RAW and absolutely necessary for game balance (hence our shorthand).

However, the statement about damage rolls doesn't make all extra damage a part of the original attack roll. Indeed, in the absence of an actual ruling (if one is deemed necessary) we can only follow the powers and features as written. In the case of sneak attack (as it is an easy example) this is to make it apart of the original damage roll. In the case of Hellish Rebuke, this is not the case so logically it is a seperate damage roll (as it is not part of the first one unlike Sneak Attack).
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3 years ago  ::  Aug 31, 2010 - 12:19PM #7
VaultDweller
Date Joined: Aug 3, 2009
Posts: 1,379
Well, the Rules Compendium is going to have at least some mention of "extra damage."  It might just muddy the waters even further, but it will at least get mentioned.

a power doesn't have to hit a target to deal extra damage - it needs only to deal damage to the target.




Quoted from this post at Enworld.

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3 years ago  ::  Aug 31, 2010 - 12:22PM #8
PaladinOnline
Date Joined: Jul 11, 2008
Posts: 416
I believe that's reffering to such things as the additional damage you do on criticals. If I recall, you can't do damage of that sort unless the attack itself deals damage. Something my Pacifist Clerics have had to work around by taking implements with alternate crit effects.
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3 years ago  ::  Aug 31, 2010 - 12:28PM #9
pawel
Date Joined: Aug 24, 2007
Posts: 58
wizards.custhelp.com/cgi-bin/wizards.cfg...

FAQ for Player's Handbook 2

5. With a power like Explosive Pyre do I add my implement bonus to extra damage rolled when and enemy enters a square adjacent to the target?



Yes, each time you for roll damage with an implement power you add your enhancement bonus.


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3 years ago  ::  Aug 31, 2010 - 12:29PM #10
x3nth10n
Date Joined: Jan 29, 2008
Posts: 1,223

Aug 31, 2010 -- 12:13PM, lordduskblade wrote:

I disagree on the premise that while there is no hard-and-fast rule to support the current consensus of how all instances of extra damage are treated, there is none to support the contrary as either. The RAW is admittedly vague, which was agreed upon by all participants of the IRC argument. As such, the best that can be done is to apply a logical premise and derive a ruling from it. My argument is that "extra" is not an empty term, but an implication of that the subsequent damage figure is part of the original damage figure. As such, modifiers would not apply to it. It also has the handy effect of providing an easy-to-recognize "keyword", if you will (if it says extra, no mods), which is nice to have. Of course, I can't conclusively prove my premise, but I would point out that neither can you, and neither has the burden of proof, which means that until an official, developer-sponosored ruling comes out, both are equally valid.

I do appreciate this thread, though, because I believe it will improve the odds of such a ruling's occurrence.





I certainly respect your opinion/viewpoint LDB, even though it is different from my own.  Your experience and contributions speak for themselves.  I would pose you this question then to clarify your thoughts- if the "Extra" damage of Hellish Rebuke is in fact considered to be part of the original damage roll, and thus does not qualify as a separate damage roll, what happens if you crit on your attack?  Does the extra damage (if it triggers) get maximized?  Because we do know that other bonus damage (Sneak Attack, Hunter's Quarry, etc) is maximized because it is not contingent upon the hit being a critical.  

A note to all who think I am being aggressive or angry- 99% of the time, I do not intend to be.  I apologize if you think I am attacking you, odds are very strong that I am not.  The only exceptions are when people become extremely uncivil to me, and even then I usually ignore them.  I think it is very obvious when I am really mad; if I just seem generally abrasive, it is a reflection of my thought process rather than a state of emotion.  I have the greatest respect for those who can debate rationally, even if we come to different conclusions.

I am Blue/White
I am Blue/White
Take The Magic Dual Colour Test - Beta today!
Created with Rum and Monkey's Personality Test Generator.
I'm both orderly and rational. I value control, information, and order. I love structure and hierarchy, and will actively use whatever power or knowledge I have to maintain it. At best, I am lawful and insightful; at worst, I am bureaucratic and tyrannical.
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