| Post/Author/DateTime | Post |
|---|---|
| Derrigan01-21-08, 08:01 AM | I scoured my library looking for the rules on Burst effects from weapons. The burst effect does an extra d10 worth of damage per critical modifier. X2 is 1 d10, x3 2d10 and so on. Given these numbers, I had a fight on my hands with my group. I told them the extra burst damage was inapplicable since the oozes they were facing were immune to criticals. My thought on it was that since they're immune to the trigger, the effect didn't go off. They disagreed on this, needless to say, so it got me wondering, and here I am? Thoughts on the subject? Am I wrong and owe them an apology? Or can I laugh at them for trying to thwart my will? :P |
| Joe Khol01-21-08, 08:34 AM | I found this in the SRD (very quickly and easily I might add), in the introductory section for magical weapons; "Magic Weapons and Critical Hits: Some weapon qualities and some specific weapons have an extra effect on a critical hit. This special effect functions against creatures not subject to critical hits, such as undead, elementals, and constructs. When fighting against such creatures, roll for critical hits as you would against humanoids or any other creature subject to critical hits. On a successful critical roll, apply the special effect, but do not multiply the weapon’s regular damage." Better start practicing those apologies ;) |