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48

Honestly the best option here is to talk to your DM. Since it sounds like the rest of your party agrees with you on the matter of the fumble tables, it might help if you had at least one other player to back you up, although probably no more than that to avoid making the DM feel overwhelmed and defensive. Explain that you as players don't find the fumble ...


32

Yes, because confirmation has the same modifiers as attack (all pluses and minuses). As written in SRD: ...you immediately make a critical roll—another attack roll with all the same modifiers as the attack roll you just made.


30

No, it does not hit. From the Pathfinder Reference Document (emphasis mine): 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. To threaten a critical hit ...


27

Yes, Sneak Attack and other striker damage abilities (Hunter's Quarry, etc.) are maximized. The only dice you roll are those dice that you get specifically because of the critical hit. For example, bonus dice from a magical weapon. Everything else is automatically maximized. See here. From Critical Hit [ddi] Maximum Damage: Rather than roll damage, ...


25

RAW No damage dice => No dice to double Sucks, but them's the rules. So a critical hit with an unarmed strike does nothing more than 1 damage. The tables in the player's handbook doesn't list a "1d1", just 1 damage. "1" is not a dice roll, it's a number. Of course, the designers do seem intent on making unarmed strikes do 1 damage. I doubt it's a typo, ...


24

It Makes Critical Hits More Likely That's it, really. The confirmation roll makes a critical hit less likely, because you have another chance to fail. How much less likely depends on the difficulty of the roll to hit the target (as to confirm you just need to hit). If you need an 11 on your d20 confirmation roll to hit, then you're going to not get a ...


22

Nothing special happens 3.x As a critical confirmation roll is an attack roll, a natural-20 automatically hits (and therefore automatically confirms), but aside from that there is nothing special about having rolled 20 twice in a row. 4e There is no critical confirmation roll. A natural 20 is an automatic hit, and if the total is more than the target ...


22

I strongly recommend that you urge your DM to ditch fumble and critical tables altogether. It sounds like this will be difficult to do, but you’ll find the game much improved – and, I think, so will he. This is because... Critical and fumble tables have myriad problems The Dungeon Master’s Guide even strongly recommends against them, for good reasons – and ...


19

Easy: 9-20. Let's start by disproving that 11-20 is the highest threat range possible in D&D 3.0/3.5. Take the Improved Critical feat, which doubles your threat range. Also take Disciple of Dispater (Book of Vile Darkness, 3.0) up to 8th level, which triples it. These abilities explicitly stack. D&D multiplication rules turn this into a quadruple ...


19

Bane has no bearing on a Critical Hit. From page 194 of the PHB: If the d20 roll for an attack is a 20, the attack hits regardless of any modifiers or the target’s AC. In addition, the attack is a critical hit, as explained later in this chapter. Since a Critical Hit is determined by the roll of a natural 20, and not by the end result adding up to ...


18

The Dungeon Master’s Guide is right to warn you about such houserules. The game was not designed for them in mind, and the game’s math reacts poorly to their introduction. In general, some of the biggest problems are that critical and fumble tables Increase swinginess, which disproportionately punishes PCs because they see many more rolls than does the ...


17

Yes, they do. But, because of they deal plain damage (no damage roll) their "maximized" damage is equal to their base damage. However, they could have traits or powers that trigger on a critical hit, or they could receive such properties by a nearby leader monster. For example, the Ankheg BroodlingDDI's mandibles (from Monster Manual 2) work this way: ...


15

From the definition of Critical hit on DDI (or the Rules Compendium, pg 216): Natural 20: If you roll a 20 on the die when making an attack roll, you score a critical hit if your total attack roll is high enough to hit your target’s defense. If your attack roll is too low to score a critical hit, you still hit automatically. Precision: Some class ...


15

No. You can only use a free action to attack once per round; from the Player's Handbook Update PDF (pg 19): Free Actions Page 267: Replace the “Free Actions” bullet in the “The Main Action Types” section with the following text. This update limits the power of builds that capitalize on recursive attack power combinations. ✦ Free ...


15

No, it doesn't. The critical deals (1d6-1)+(1d6-1). From combat#TOC-Critical-Hits: A critical hit means that you roll your damage more than once, with all your usual bonuses, and add the rolls together. From combat#TOC-Damage: Sometimes you multiply damage by some factor, such as on a critical hit. Roll the damage (with all modifiers) multiple ...


15

I would say the answer is no, you can't apply the same feat twice. I don't have a strictly RAW basis for this, but these are my reasons: Wording If the wording was "You can apply two effects of a critical feat", then the answer would be yes - the thing that is doubled is the effect, and that can be the effect of any critical feat. But here the text reads ...


15

Yes! Attack rolls for spells are attack rolls, per the page you cite, so they can critical.


14

Yes. Critical successes are a general mechanic in GURPS and not limited just to weapon skills. Just like critical hits, they always occur on rolls of 3 and 4, and on 5 and 6 for effective skill 15+ and 16+ (respectively). See "Degree of Success or Failure" (Basic Set: Campaigns, p. 347) for the general mechanic.


12

From Combat Statistics, SRD: Multiplying Damage Sometimes you multiply damage by some factor, such as on a critical hit. Roll the damage (with all modifiers) multiple times and total the results. Note: When you multiply damage more than once, each multiplier works off the original, unmultiplied damage. Exception: Extra damage dice over and ...


11

No. The threshold for critical successes (and by extension, critical hits) is capped at 6. This keeps things from getting ridiculous with very high skills, which are common in some GURPS genres such as Supers and epic fantasy.


11

I'm not familiar with the Int rule but there are several ways to lower your crit so that you have a good crit chance (>25%). First you start with a weapon with a high critical range. The obvious choices are Rapier (1d6, 18-20/x2), Scimitar (1d6, 18-20/x2) and Falchion (2d4, 18-20/x2). Many people prefer the Falchion as a two handed weapon and therefore a ...


10

Here's how you get a threat range of 13-20 or better. Wield a weapon with 18-20 threat range (scimitar, for example) Take the Improved Critical feat to double your threat range Take the Disciple of Dispater prestige class for the level 8 Iron Power ability, which grants triple threat range and stacks with Improved Critical Additionally, a barbarian with ...


10

Critical hit notes: Maximum Damage: Rather than roll damage, determine the maximum damage you can roll with your attack. This is your critical damage. (Attacks that don’t deal damage still don’t deal damage on a critical hit.) Extra Damage: Magic weapons and implements, as well as high crit weapons, can increase the damage you deal when you score a ...


10

In D&D (And the SRD based Pathfinder by extension), there is a general rule that, Effects from the same source never stack. Bleeding Critical, however, raises an explicit exception to this -- in the context of the feat , this means that the effect of the feat, "your opponent takes 2d6 points of bleed damage (see Conditions) each round on his turn", can ...


10

Playing at 1st level becomes roulette A critical hit kills just about anyone at level 1, and there is no protection available at that level now that AC (vs. the confirmation roll) is off the table. Then again, this isn’t that different from how level 1 usually plays. I recommend against playing at level 1 in general; that just goes double here. Building ...


10

No, you only roll 1 additional die. The player's handbook is consistent in its use of the words 'die' and 'dice', where die is singular and 'dice' is singular or plural. A good example of this is on page 196 under Damage Rolls: You roll the damage die or dice, add any modifiers, and apply the damage to your target. There is also this quote that ...


10

If your DM is allowing you to fumble on a natural roll of 1 but still forcing you to confirm critical threats, then he is doing it wrong. Typically, if critical hits require two rolls (one to threaten, and another to confirm) then so do critical misses or fumbles. In fact, the 3.5 DMG itself suggests a DC10 Dexterity check to confirm a fumble triggered by a ...


9

Does extra damage get maximized? Maybe – it depends on the source of the extra damage. Extra damage that is applied to any type of attack, rather than extra damage applied just a critical hit, is maximized. See Does sneak attack damage do max damage on a critical hit?, which references two sources: Rules Q&A: General Combat, in answer to "Which dice ...


9

Plain enhancement bonuses on weapons generally affect only attack and damage, nothing else (barring a specific class feature, feat, or whatever). The Keen weapon enhancement is the way to improve the threat range. The Improved Critical feat or the keen edge spell can be used to replace the Keen enhancement. In 3.0, critical threat extenders often did stack, ...


9

Bad fighters will get more crits. Of course, everybody will get more crits, but characters who have trouble confirming their crits benefit a lot more from this change than characters who will easily confirm most of their crits. Imagine two characters, one totally optimized on to-hit bonuses. He will usually hit his opponent on a 6+, so if he rolls a 20, ...



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