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1

First of all, sorry for my English. You roll 1 additional die, in this case 1d6. This turns weapons with 1d12 more proficinet with "Criticals" than the ones with 2d6 that strike little more (average) damage. Bridmus explained well in his Post. I think this is done to vary the use of different weapon. A "Critical Based" fighter has more advantage with 1d12 ...


7

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 ...


7

Roll an additional 2d6. The "point" of weapons with multiple damage dice is increased consistency, not reduced total damage potential, which rolling only one of the dice would obviously be. I would consider this to be a case of "specific beats general" — the general case of the casual language in the "one additional weapon damage die" is replaced by the ...


6

Just one d6. I don't see anywhere that it specifically defines "damage die" for a weapon, but the fact that you roll one extra die, then two and three, indicates to me that you should only roll one extra die (of same the number of sides as the damage die or dice of the weapon). For a similar construction, see PHB 196 which describes rolling "the damage die ...


9

From the d20 SRD "Actions In Combat" page: When you make an attack roll and get a natural 20 (the d20 shows 20), you hit regardless of your target’s Armor Class, and you have scored a threat. The hit might be a critical hit (or "crit"). To find out if it’s a critical hit, you immediately make a critical roll—another attack roll with all the same ...


7

When you roll a number in your critical threat range (usually a 20), you threaten a critical hit. Check under 'Critical Hits' here. Also see this question. You then have to make another attack roll to confirm the critical. This roll, in general, consists of d20 + any modifiers that applied to your original roll against the enemy AC. If you make the confirm ...


1

You would NOT knock prone from the Assault Boots when throwing a melee weapon Hungry Spear adds the following property: This weapon has the heavy thrown property and a range of 10/20. The DDI Glossary entry for both Heavy Thrown and Light Thrown weapons defines them as: A thrown weapon is a ranged weapon that is hurled from the hand, rather than ...


1

András answer seems to cover the RAW interpretation adequately, but I'd say that, from a flavor and physical "How does this work?" perspective, the intention of that magic item (Assault Boots) is that it only applies to melee attacks. That said, as with everything in D&D, it's really up to the DM to decide (and to the player to make a convincing case ...


6

A crit will knock the target prone Assault Boots talk about a melee weapon: When you score a critical hit with a melee weapon, your target is knocked prone. It would have to say melee attack to exclude ranged attacks. As it is now, you can even use the Alfsair Spear enhancment on a Gouge to prone with your Implement attacks.



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