Post by JBPost by Michael Scott BrownCritical hits
with weaponlike spells have more *magical* effect, and so there is more
strength drain, more level suppression, more damage inflicted, etc.
News to me. I've checked the SRD and the only two relevant bits I can find
are.
Post by JB"A touch spell that deals damage can score a critical hit just as a weapon
can. A touch spell threatens a critical hit on a natural roll of 20 and
deals double damage on a successful critical hit."
"If a ray spell deals damage, you can score a critical hit just as if it
were a weapon."
Yes. I used my language very poorly, and I apologize - by strength
drain I meant strength _damage_; they're semantically equivalent in my head
but not mechanically in D&D (only one can heal). However, poking around I
see that I'm misremembering how a few of the spells work. Ray of
Enfeeblement only does a strength penalty; not the same as strength damage,
so no crits from that spell. Critical hits with level drainer melee attacks
do additional level drain (at least, they did in 3.0; still?), but that
could be specific to the monster, and level drain might not be considered a
type of 'damage', so Enervation might not get the love after all, either.
Please amend my rant to "damaging" effects. I still think a spell that
does stat damage would do twice as much on a crit - but the number of spells
that do so is much smaller than I assumed. :(
Post by JBDo you have a page number I can check later (only have the SRDs at work)
or a page number in the FAQ booklet?
The only place I see these discussed at all is in the 3.0FAQ; it is
unclear whether this means the suggestions are retracted.
Post by JBPost by Michael Scott BrownHowever, sneak attack bonus damage is the same whether there is a critical
hit or not. Further, sneak attack damage is *not* strength drain, level
suppression, etc. - it's just straight damage. It's completely separate
from the spell.
I was working on the assumption that the HP gain was a direct function of
the HP drain. IOW hit a vulnerable area and you "suck" and therefore gain
more lifeforce. > Stylistically I have no problem with this and there is
no balance problem
Post by JB(in this particular case) but I'd like to know if this is, in fact, a
house rule.
You don't see a problem with 20th level rogues being able to use wands
and scrolls of vampiric touch to heal themselves of 16d6 damage while also
inflicting the same, when the best necromancer alive can only manage 9d6
(IIRC; using empower)?
-Michael