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23

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, ...


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: ...


14

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 ...


13

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.


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 ...


9

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 ...


8

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 ...


8

The primary difference is that a number of effects do NOT double on a critical. See Multiplying Damage in the online SRD. Extra dice of damage do not double, so sneak attack damage, things like flaming burst, etc. do not multiply on a crit. From that perspective, an additional attack would be better. However, there are any number of other factors in the ...


7

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 ...


7

Assuming that there are no other criteria on the attacks, and that the power haven't been errataed, yes. Common restrictions: Extra attack is an immediate action (no more than once per full round, not on your turn). Extra attack is an opportunity action (no more than once per combatant's turn, not on your turn). Extra attack is a free action (no more than ...


6

No, there is no hard limit. I can’t really cite any rules on this, other than to say that I am quite confident that no one will ever be able to cite a rule that enforces any such limit. Of course, you’re unlikely to get too many extra attacks from that set up. Maces do not have wide critical threat ranges, and every crit just gives you one more ...


6

No the extra 2d6 are not brutal. Dice granted via a magic weapon are not [W] damage, but extra dice. Yes, the extra dice granted by high-crit are brutal as they are specifically [W] damage. From the Adventurer's Vault FAQ I am wielding a magic weapon with brutal 2. If I roll a critical hit, do I get to re-roll 1s and 2s when I roll for the bonus ...


6

From a search on the compendium for "critical 19-20" under feats Power of Luck: 19-20 for Bond of Censure, Holy Strike, Lance of Faith, Vanguard's Lightning Ogremight Bruiser: Fighter, Ogremight Student, 19-20 on charging and 2h hammer (what's that, Mordenkrad and Avalanche hammer?) Ogremight Ravager: Warlord, Ogremight Student, as above. Steel vanguard ...


5

Yes, the extra damage is maximized on a crit. From the Players Handbook FAQ: Which dice do I maximize when scoring a critical hit? Only the dice you would normally roll to calculate damage are maximized. If another bonus (like from a weapon or feat) causes you to roll extra damage dice when scoring a critical hit, those dice are rolled as ...


5

The rules have pretty much always read that a critical roll is a critical, despite any modifications to the result after the roll. Reducing the roll by a d6 is modifying the end result, not the fact that they rolled a critical hit. The hit is still critical, but the d6 subtraction may be useful for other things. Remember, unless it says to re-roll, a crit ...


3

The Master Thrower PrC (Complete Warrior) can increase a thrown weapon's critical multiplier. The Deepwood Sniper PrC (Masters of the Wild, a 3.0 source) can increase the critical multiplier of a projectile weapon. The Dragondoom feat (Draconomicon) can increase your critical multiplier against dragons. The Weapon Master PrC (Sword and Fist, a 3.0 source) ...


3

Kaorti resin gets you auto-×4 on any piercing or slashing weapon you use it to make, so that’s an obvious choice when combined with a weapon that gets 18-20 crit range, or on a Lance for the freebie ×2 on charges (total ×5 on charge-crit). Other general multipliers, like Leap Attack, may also be useful. See an ubercharger handbook for ...


3

I’m away from books so I cannot double-check this, but I believe the rule is that straight numbers get multiplied, but extra dice (beyond the weapon’s damage di(c)e) are not. So you Sneak Attack for +3d6 with a Rapier (1d8) and have Strength 14 (+2) and Weapon Specialization (Rapier) (+2), your normal attack is 1d8+4+3d6, and a Critical Hit is ...


2

To start there are the following feats: Weapon Mastery Feats give expanded crit range (19-20) to weapons by category (heavy blades, light blades etc). These have a stat prerequisite and are available in epic. There are also some paragon paths that give expanded crit range for instance: Dagger Master (Rogue) expands crit range to 18-20 on dagger ...


2

No, Extra damage is generally not maximized, from DDI: 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. If you have a specific power in mind, please mention ...


1

the weapon master (kensai) in the oriental adventure books states that upon reaching 7th lvl in kensai achieves an additive to crit range and it stacks with improved crits. so i'm not sure but by the time you reach epic levels you could have classes in kensai, and Disciple of Dispater, the psychic weapon master, plus the barbarian with the urban class ...



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