For more information, see: Stacking Degrees of Success: ruclips.net/video/77oUopqMrxA/видео.html&si=EnSIkaIECMiOmarE&t=21 Damage Part 1: ruclips.net/video/RatgKc3s7ZU/видео.html Damage Part 2: ruclips.net/video/maZBOi4VuU4/видео.html Is Persistent or Splash Damage Doubled on a Critical Hit? ruclips.net/video/1SUIdqTQby0/видео.html Will Persistent Damage Trigger Weaknesses? ruclips.net/video/sWD2KwaifKc/видео.html Double Sneak Attack Damage?: ruclips.net/video/tfpjvQi9wUk/видео.html Personal Blizzard, Sustain and Persistent Damage: ruclips.net/video/6UpO8CEeZo8/видео.html What's Alignment Damage?: ruclips.net/video/QhAEyVo8sQM/видео.html
Hey, I hate to be that guy but could you please do an episode on minions and summon sprlls I'm playing a Bard who uses Animate Dead and there's not really a consensus in our group as to how many actions you need to effectively pilot a skeleton I screenshotted the rules on summoning, minions and command undead, and talked to 2 gms plus the most experienced player in the group and I got everything from "Sustaining a spell commands your minion" to "You need to use an action to command your minion to take one action" Also i'm not clear on if a minion that's permanently slowed (Zombies) only have 1 action per turn so it'd be nice to clear that up too
I’m a GM coming over for 5e over the OGL nonsense. Thank you so much for this video series. I read the entire handbook last week, now going through this series of videos to help fill in any gaps. Super helpful, thank you for explaining things so well and pointing out the nuances so clearly.
Thank you so much for making these videos. You're a life saver in the midst of the D&D BS. I DM 3 games a week and play in another D&D game. After these games are over, I"m walking away from D&D for good. Already supporting you on patreon! Cheers brother!
I'm a sick, bored DND player laying in bed and thought. 'Hey, why not learn about Pathfinder since you got nothing else to do.' I found your playlist and after watching up to this video I gotta say. Pathfinder is crisp. Clear, consise, and blunt. Just the rules of success alone are convincing me to keep looking into Pathfinder as a potential system to try out alongside just how available Pathfinder content is for Free to plays. Thanks for the Lecture!
Three videos in and I’m now a patron of your work. So far this is hands down the best channel I’ve found for PF2E rules explanations. Clear, concise, yet fully detailed. Thabk you for your work and I look forward to your new content. That is, once I get through the existing content! 👍❤️💪
I always think of it as a 20 includes a plus ten and a one includes a minus ten. It accomplishes the same thing outside of substantial level differences. (Like, with a super wide gulf a crit can potentially remain a crit.)
I've been using homebrew rules for criticals: you can do double damage, or you can set up a "stunt" for the scene -an idea we borrowed from FATE in which you give all your allies a bonus to their turns when targetting the creature.
at 2:55 you claim that a nat20 is not an automatic success. They Core book states at page 278 otherwise. "When you make an attack and roll a natural 20, OR if the result of your attack exceeds the targets AC by 10 you achieve a critical success." so which one is true now? edit: the pdf i was refering from seems to be outdated (i didnt know they updated 2e). Looked up Archieves of Nethys, there they state the nat20 has to be a success to be a critical.
Correct. That text now reads, "When you make an attack and succeed with a natural 20 (the number on the die is 20), or if the result of your attack exceeds the target’s AC by 10, you achieve a critical success (also known as a critical hit)." Emphasis on "and succeed".
Thanks a lot for all your videos, I always use them to teach my players ! I just noticed there is no mention to failure or critical failure for Strike action. So, are you telling me I have been making an error (or at least an house rule) for a long time to apply critical failure when a player use Strike ? Moreover Im using the Critical Fumble decks we can see at the end of the video, so I'm a little bit confused.
The Strike action does not provide any text for Failure or Critical Failure. So, under normal circumstanced, there is no difference between the two. "Critically Failing" a Strike is no different than "Failing" a Strike. The results are the same -- nothing happens mechanically and the action is lost. The Critical Fumble Deck, however, changes that by adding an effect when a Natural 1 is rolled (I think by default the cards are not drawn on any critical failure... only when natural 1s are rolled).
Has this been changed in an errata? I purchased the Core Rulebook as a PDF now in January. The rules concerning a nat 20 increasing the degree of success (and nat 1 the other way around), can be read in chapter 9, pages 445-446. But in chapter 6, page 278, it clearly states: "When you make an attack and succeed with a natural 20 (the number on the die is 20), or if the result of your attack exceeds the target’s AC by 10, you achieve a critical success (also known as a critical hit). " So I'm a little bit confused.
It's not very well worded, and you're definitely not the first to be confused by that second statement. The key is where it says, "When you make an attack *and succeed* with a natural 20..." Emphasis on "and succeed". So, they're saying the same thing... if you make an attack check... and it succeeds... and you rolled a natural 20... it is increased 1 step and becomes a Critical Success. If you made that attack check, and it did not succeed, then a natural 20 would only make it a regular success.
Excellent video, thank you so much for this one and all the others. I was wondering about a point you didn't mention : let's say you roll a 20 (increase the degree of success one step) AND a critical (10 above DC) -- e.g. you roll 20 on the the die, which adds up to 26 with your bonuses, against a DC of 14. I understand this is "only" a critical (i.e. there's no increasing the degree of success past that point). Thanks!
Could you cover the rules for exploration? You always explain everything very well and exploration is an important part of the game that I think you didn't cover. You also said you would 3 years ago but i can't find any video on the topic(or im not looking right).
Exploration is one of the three modes of play in Pathfinder 2e, the other two being combat and downtime. Timewise, it could take longer in-game than combat does, but much shorter than downtime would be (which could range from a few days to months, or maybe even years depending on how the GM runs the story). What you do during exploration says much on the box: you're taking your time exploring your surroundings. There's a number of activities you can do, several of them being healing out of combat, searching for things, scouting ahead of the party for adversaries, casting Detect Magic or other cantrips you want to repeat, and so on. Usually, each of these activities take up 10 minutes and may or may not involve skill checks. These are some of the officially written activities, but you could try anything else so long as your GM okays it.
Very useful info for Nat 1 & 20. Just a quick question for high level play because Incapacitation is an extra foil and Juggernaut & Greater Juggernaut feat. What is the order this should be applied? For example. Barb level 19 roll at Fort save of 34 (With a Nat 1) vs a level 16 creature ability which is DC34 with the Incapacitation trait. Greater Juggernaut feat would change the crit fail to a failure and then the Incapacitation would change the failure in to a success. Then since the Barb has Juggernaut that changes success in to a critical sucess. Is that correct? Players were arguing this last night and I was to tired to look up the order of when things are applied - Just felt bad that a high level barb will never crit fail if Incapacitation is in play on a lower level monster.
Good question! Natural 1s and 20s are always applied first. Here is a link to a video where the Pathfinder Lead Designer discusses it: ruclips.net/video/77oUopqMrxA/видео.html&si=EnSIkaIECMiOmarE&t=21
Your Barbarian only normal fails that roll though, at least if I am understanding it correctly! They rolled a one but with bonuses STILL met the DC which would be a success but because a 1 was rolled it lowers a degree and becomes a regular failure! Greater Juggernaut then would NOT even trigger because there is no critical failure, just a REGULAR failure! This is where my understanding of the game gets dicey but I'm going to throw my thoughts out there anyway because we're both hopefully going to learn one way or the other! So the Barbarian ROLLED a failure, Incapacitation makes it a success(I THINK) BUT you didn't ROLL a success, the roll was a failure, so Juggernaut would NOT trigger at all! That video that HIP shared makes me feel better about my understanding but I could still be wrong!
Hello. Nice and useful video (like all the ones you made). The question that keeps me occupied at the moment is the possible critical result a human caracter with the "cooperative nature" feat can get while using the "help other" action!?! At fisrt I would think that nothing more happens since they don't specify anything about it... but is it the way to see it or did they just forget to concider any possible critical result (since they any thing at all about it)?
Cooperative Nature gives a +4 bonus to the check rolled to Aid. It increases the odds of a Critical Success, but doesn't change what occurs with a Critical Success.
@@HowItsPlayed I mean, the regular rule to aid someone is : success gives +1 to the skill of that someone, and a critical success to aid someone gives a +2 to next skill roll of that someone (+3 if master in the skill used to aid and +4 if legendary). Will a critical success in aiding will turn it to be : (regular success +4) trained and expert +5, master +6 and legendary +7?
@@huguesmarinet1287 No, when you critically succeed your roll to Aid an ally, that ally receives a +2 bonus to their check (or +3 if you are Master proficiency or +4 if you are Legendary proficiency).
@@HowItsPlayed I mean when the player which is doing the aid action has the "cooperative nature" feat. That player will give +4 bonus on a regular success, but does that bonus increase if he rolls a critical success on his aid roll?
@@huguesmarinet1287 No. When you have the Cooperative Nature feat you gain a +4 bonus to your roll to aid an ally. This only modifies your roll (not your ally's). If you roll your check for aid (with the plus 4) and the total is 20-29, it is a success and your ally gains a +1 bonus to their check (not +4). If the total of your check (with the +4) is 30 or higher, you critically succeed and your ally gains a +2 to their check (or +3 if you have Master proficiency, or +4 if you have Legendary proficiency). Cooperative Nature increases your odds of succeeding (or critically succeeding), but it does not change the result of a success or critical success.
Could you create a video on how to determine if a character/party of character of a given level have the amount of items, magic items, gold etc. that the game expect them to have?
Finding this useful coming from that other place, I do have a question though, on a nat 20, the success goes up by one right? Now a crit success is if you beat it by 10 or more, what happens if you get a nat 20 and that also makes the roll total 10 or more, which makes it a crit already, does the nat 20 move it one more step? 2x crit success?
Hi! thanks for the video! it's really helpful but I'm missing one weapon trait. Fatal - Is a weapon trait that changes the damage die of a weapon and adds an extra die. Is the changed die also double? Thanks! maybe this can help others :)
Sort of. The die isn't "doubled", but you roll one more of the same size die. "The fatal trait includes a die size. On a critical hit, the weapon’s damage die increases to that die size instead of the normal die size, and the weapon adds one additional damage die of the listed size." Emphasis on that last bit.
So, to make sure I've got this right, let's say you have a weapon that deals 1d6+4 A normal crit would be 2d6+8 If it had "Deadly d10" a crit would be 2d6+1d10+8 If it had "Fatal d10" it would be 3d10+8 Is that right?
@@MagmaRiver If you had Fatal it would only be 2d10+8. The weapon die turns into a d10 and you add one more d10. EDIT: It looks like this statement is not correct and 3d10+8 *IS* correct!
@@MagmaRiver I stand corrected! Just did a little more research and it looks like I've been shorting my players! I had previously read that because it was an effect that is triggered by a Critical Hit was what increased the die size, it was not doubled... and that was the whole reason for adding the extra die in the description of Fatal (so it would scale and otherwise would likely be less damage on a crit). But it appears you are correct! It would be 3d10+8. I learn something new everyday. :) And if we want to get super technical about it, it would be (1d10x2)+8+1d10... unless you're using the optional rule of rolling multiple dice instead of multiplying by two.
Would damage from the Thaumaturge's Exploit Vulnerability also be doubled on a critical hit? And would damage towards weaknesses in general double on critical hits?
Another comprehensive video for those of us dipping our toes into Pathfinder. Do you recommend the critical miss/hit cards? As a DM I usually make comments to my players like "you stab a rock after you roll a 1" or "your gun explodes and you lose your arm" and we all laugh but we don't really have a sort of game changing effect for a 1, seeing that there's cards that detail them, would they add more "flavor" to the session to have? We do it mostly for comedic purposes or for badassery.
I use both the decks and I think everyone enjoys it. But we only draw cards on natural 1s and 20s (that are crits), and only significant enemies (bosses and those with names) get to draw cards for critical hits (i.e. you don't want a player getting seriously harmed because some random goblin drew a lucky card). That said, I do know others on the internet have expressed that they don't like the decks, so I'll invite them to comment too.
@@HowItsPlayed I do and do not like the cards. I like them mainly due to their creativity in how Crits work and guiltless/blameless for detrimental Fumbles. I asked my players to read the card to themselves first then describe what happens to the group and not just read it off like it's a piece from a game board. One of my first reasons I do not like them is they do take up a bit more time as you draw the card, give it to the player, have them read it, explain it, then apply it. Not a huge deal for average players but in the group I was using them for, it wasn't uncommon for a couple of them to take 30s-1m just to tell me how much damage they did for a single hit, so adding in more details with the cards slowed them down even more. Some of the cards are extremely powerful or detrimental. Quad damage, to cutting a casters throat so they can no longer use anything with the Vocal trait. Had one player Fumble and get Confused and proceeded to attack random targets (rolled a die for each target that was within striding distance) downing three out of the six party members.
I still think the critical fumble deck is biased against casters. At least to me it just feels like their results are way worse. On some fumbles the weapon gets dropped, damaged or destroyed but for casters you can become mindcontrolled or be forced to roll a hard fortitude save for your level to not have your head explode and you dying...
That is not correct. On page 278 it says, "When you make an attack *and succeed* with a natural 20... you achieve a critical success." Emphasis on "and succeed". You have to roll a success and then the natural 20 increases it one step to being a critical success. And, yes, I agree that they absolutely could have (and should have) worded this better.
Please don't use the "more then 10 less than the DC "line for critical failures. Its confusing and people already use drop the "more than" enough, leaving it as "10 less than the DC," which is not correct.
For more information, see:
Stacking Degrees of Success: ruclips.net/video/77oUopqMrxA/видео.html&si=EnSIkaIECMiOmarE&t=21
Damage Part 1: ruclips.net/video/RatgKc3s7ZU/видео.html
Damage Part 2: ruclips.net/video/maZBOi4VuU4/видео.html
Is Persistent or Splash Damage Doubled on a Critical Hit? ruclips.net/video/1SUIdqTQby0/видео.html
Will Persistent Damage Trigger Weaknesses? ruclips.net/video/sWD2KwaifKc/видео.html
Double Sneak Attack Damage?: ruclips.net/video/tfpjvQi9wUk/видео.html
Personal Blizzard, Sustain and Persistent Damage: ruclips.net/video/6UpO8CEeZo8/видео.html
What's Alignment Damage?: ruclips.net/video/QhAEyVo8sQM/видео.html
Hey, I hate to be that guy but could you please do an episode on minions and summon sprlls
I'm playing a Bard who uses Animate Dead and there's not really a consensus in our group as to how many actions you need to effectively pilot a skeleton
I screenshotted the rules on summoning, minions and command undead, and talked to 2 gms plus the most experienced player in the group and I got everything from "Sustaining a spell commands your minion" to "You need to use an action to command your minion to take one action"
Also i'm not clear on if a minion that's permanently slowed (Zombies) only have 1 action per turn so it'd be nice to clear that up too
After 3 actions, the Criticals in PF2e is what I love the most in this system.
I’m a GM coming over for 5e over the OGL nonsense. Thank you so much for this video series. I read the entire handbook last week, now going through this series of videos to help fill in any gaps.
Super helpful, thank you for explaining things so well and pointing out the nuances so clearly.
You're very welcome! I'm glad the videos are helping!
You found one the best sources for rules clarification right here.
Thank you so much for making these videos. You're a life saver in the midst of the D&D BS. I DM 3 games a week and play in another D&D game. After these games are over, I"m walking away from D&D for good. Already supporting you on patreon! Cheers brother!
Awesome! Thanks for the support!
I'm a sick, bored DND player laying in bed and thought. 'Hey, why not learn about Pathfinder since you got nothing else to do.' I found your playlist and after watching up to this video I gotta say.
Pathfinder is crisp. Clear, consise, and blunt. Just the rules of success alone are convincing me to keep looking into Pathfinder as a potential system to try out alongside just how available Pathfinder content is for Free to plays.
Thanks for the Lecture!
Get feeling better!
Thanks for this helpful series! Hope they can help the next generation of Pathfinder players!
I loved the critical system for pf2 as soon as saw it, and the critical decks are super fun.
This video was very good and clear. Thank you!
You're very welcome!
Three videos in and I’m now a patron of your work. So far this is hands down the best channel I’ve found for PF2E rules explanations. Clear, concise, yet fully detailed. Thabk you for your work and I look forward to your new content. That is, once I get through the existing content! 👍❤️💪
Awesome! Thanks for the support!
Thanks a lot for this video! You speak very clearly and provide clear information about the little (but important) nuances!
I always think of it as a 20 includes a plus ten and a one includes a minus ten. It accomplishes the same thing outside of substantial level differences. (Like, with a super wide gulf a crit can potentially remain a crit.)
So clear! 🙏
Love these vids!
Thanks!
I've been using homebrew rules for criticals: you can do double damage, or you can set up a "stunt" for the scene -an idea we borrowed from FATE in which you give all your allies a bonus to their turns when targetting the creature.
at 2:55 you claim that a nat20 is not an automatic success. They Core book states at page 278 otherwise. "When you make an attack and roll a natural 20, OR if the result of your attack exceeds the targets AC by 10 you achieve a critical success."
so which one is true now?
edit: the pdf i was refering from seems to be outdated (i didnt know they updated 2e). Looked up Archieves of Nethys, there they state the nat20 has to be a success to be a critical.
Correct. That text now reads, "When you make an attack and succeed with a natural 20 (the number on the die is 20), or if the result of your attack exceeds the target’s AC by 10, you achieve a critical success (also known as a critical hit)." Emphasis on "and succeed".
Thanks a lot for all your videos, I always use them to teach my players ! I just noticed there is no mention to failure or critical failure for Strike action. So, are you telling me I have been making an error (or at least an house rule) for a long time to apply critical failure when a player use Strike ? Moreover Im using the Critical Fumble decks we can see at the end of the video, so I'm a little bit confused.
The Strike action does not provide any text for Failure or Critical Failure. So, under normal circumstanced, there is no difference between the two. "Critically Failing" a Strike is no different than "Failing" a Strike. The results are the same -- nothing happens mechanically and the action is lost. The Critical Fumble Deck, however, changes that by adding an effect when a Natural 1 is rolled (I think by default the cards are not drawn on any critical failure... only when natural 1s are rolled).
Has this been changed in an errata? I purchased the Core Rulebook as a PDF now in January. The rules concerning a nat 20 increasing the degree of success (and nat 1 the other way around), can be read in chapter 9, pages 445-446.
But in chapter 6, page 278, it clearly states: "When you make an attack and succeed with a natural 20 (the number on the die is 20), or if the result of your attack exceeds the target’s AC by 10, you achieve a critical success (also known as a critical hit). "
So I'm a little bit confused.
It's not very well worded, and you're definitely not the first to be confused by that second statement. The key is where it says, "When you make an attack *and succeed* with a natural 20..." Emphasis on "and succeed". So, they're saying the same thing... if you make an attack check... and it succeeds... and you rolled a natural 20... it is increased 1 step and becomes a Critical Success. If you made that attack check, and it did not succeed, then a natural 20 would only make it a regular success.
@@HowItsPlayed Ah, thank you so much for the answer!
@@block_the_ Anytime!
Excellent video, thank you so much for this one and all the others. I was wondering about a point you didn't mention : let's say you roll a 20 (increase the degree of success one step) AND a critical (10 above DC) -- e.g. you roll 20 on the the die, which adds up to 26 with your bonuses, against a DC of 14. I understand this is "only" a critical (i.e. there's no increasing the degree of success past that point). Thanks!
Could you cover the rules for exploration? You always explain everything very well and exploration is an important part of the game that I think you didn't cover.
You also said you would 3 years ago but i can't find any video on the topic(or im not looking right).
Exploration is one of the three modes of play in Pathfinder 2e, the other two being combat and downtime. Timewise, it could take longer in-game than combat does, but much shorter than downtime would be (which could range from a few days to months, or maybe even years depending on how the GM runs the story). What you do during exploration says much on the box: you're taking your time exploring your surroundings.
There's a number of activities you can do, several of them being healing out of combat, searching for things, scouting ahead of the party for adversaries, casting Detect Magic or other cantrips you want to repeat, and so on. Usually, each of these activities take up 10 minutes and may or may not involve skill checks. These are some of the officially written activities, but you could try anything else so long as your GM okays it.
Very useful info for Nat 1 & 20.
Just a quick question for high level play because Incapacitation is an extra foil and Juggernaut & Greater Juggernaut feat. What is the order this should be applied?
For example. Barb level 19 roll at Fort save of 34 (With a Nat 1) vs a level 16 creature ability which is DC34 with the Incapacitation trait. Greater Juggernaut feat would change the crit fail to a failure and then the Incapacitation would change the failure in to a success. Then since the Barb has Juggernaut that changes success in to a critical sucess.
Is that correct?
Players were arguing this last night and I was to tired to look up the order of when things are applied - Just felt bad that a high level barb will never crit fail if Incapacitation is in play on a lower level monster.
Good question! Natural 1s and 20s are always applied first. Here is a link to a video where the Pathfinder Lead Designer discusses it: ruclips.net/video/77oUopqMrxA/видео.html&si=EnSIkaIECMiOmarE&t=21
Your Barbarian only normal fails that roll though, at least if I am understanding it correctly! They rolled a one but with bonuses STILL met the DC which would be a success but because a 1 was rolled it lowers a degree and becomes a regular failure! Greater Juggernaut then would NOT even trigger because there is no critical failure, just a REGULAR failure!
This is where my understanding of the game gets dicey but I'm going to throw my thoughts out there anyway because we're both hopefully going to learn one way or the other! So the Barbarian ROLLED a failure, Incapacitation makes it a success(I THINK) BUT you didn't ROLL a success, the roll was a failure, so Juggernaut would NOT trigger at all!
That video that HIP shared makes me feel better about my understanding but I could still be wrong!
Dear RUclips algorithm
Please boost this video
TYVM
Thanks!
For the new players!
Hopefully they see your videos.
I'm roaring everytime he says Daymage
Hello.
Nice and useful video (like all the ones you made).
The question that keeps me occupied at the moment is the possible critical result a human caracter with the "cooperative nature" feat can get while using the "help other" action!?! At fisrt I would think that nothing more happens since they don't specify anything about it... but is it the way to see it or did they just forget to concider any possible critical result (since they any thing at all about it)?
Cooperative Nature gives a +4 bonus to the check rolled to Aid. It increases the odds of a Critical Success, but doesn't change what occurs with a Critical Success.
@@HowItsPlayed I mean, the regular rule to aid someone is : success gives +1 to the skill of that someone, and a critical success to aid someone gives a +2 to next skill roll of that someone (+3 if master in the skill used to aid and +4 if legendary). Will a critical success in aiding will turn it to be : (regular success +4) trained and expert +5, master +6 and legendary +7?
@@huguesmarinet1287 No, when you critically succeed your roll to Aid an ally, that ally receives a +2 bonus to their check (or +3 if you are Master proficiency or +4 if you are Legendary proficiency).
@@HowItsPlayed I mean when the player which is doing the aid action has the "cooperative nature" feat. That player will give +4 bonus on a regular success, but does that bonus increase if he rolls a critical success on his aid roll?
@@huguesmarinet1287 No. When you have the Cooperative Nature feat you gain a +4 bonus to your roll to aid an ally. This only modifies your roll (not your ally's). If you roll your check for aid (with the plus 4) and the total is 20-29, it is a success and your ally gains a +1 bonus to their check (not +4). If the total of your check (with the +4) is 30 or higher, you critically succeed and your ally gains a +2 to their check (or +3 if you have Master proficiency, or +4 if you have Legendary proficiency).
Cooperative Nature increases your odds of succeeding (or critically succeeding), but it does not change the result of a success or critical success.
Where is that orc picture from?
Lost Omens Ancestry Guide, page 50.
@@HowItsPlayed thank you!
Could you create a video on how to determine if a character/party of character of a given level have the amount of items, magic items, gold etc. that the game expect them to have?
Sounds like a good idea for one of my Rule Reminder videos! In the meantime, there is some guidance for this on page 511 of the Core Rules.
@@HowItsPlayed Thank you for considering it and the page reference. :)
Finding this useful coming from that other place, I do have a question though, on a nat 20, the success goes up by one right? Now a crit success is if you beat it by 10 or more, what happens if you get a nat 20 and that also makes the roll total 10 or more, which makes it a crit already, does the nat 20 move it one more step? 2x crit success?
No, there are only 4 stages of success. Once you're at the top (Critical Success) there's no place else to go.
Hi! thanks for the video! it's really helpful but I'm missing one weapon trait.
Fatal - Is a weapon trait that changes the damage die of a weapon and adds an extra die. Is the changed die also double?
Thanks! maybe this can help others :)
Sort of. The die isn't "doubled", but you roll one more of the same size die. "The fatal trait includes a die size. On a critical hit, the weapon’s damage die increases to that die size instead of the normal die size, and the weapon adds one additional damage die of the listed size." Emphasis on that last bit.
So, to make sure I've got this right, let's say you have a weapon that deals 1d6+4
A normal crit would be 2d6+8
If it had "Deadly d10" a crit would be 2d6+1d10+8
If it had "Fatal d10" it would be 3d10+8
Is that right?
@@MagmaRiver If you had Fatal it would only be 2d10+8. The weapon die turns into a d10 and you add one more d10. EDIT: It looks like this statement is not correct and 3d10+8 *IS* correct!
@@HowItsPlayed oh, so the original damage die (that had turned into a d10) wouldn't be doubled?
@@MagmaRiver I stand corrected! Just did a little more research and it looks like I've been shorting my players! I had previously read that because it was an effect that is triggered by a Critical Hit was what increased the die size, it was not doubled... and that was the whole reason for adding the extra die in the description of Fatal (so it would scale and otherwise would likely be less damage on a crit). But it appears you are correct! It would be 3d10+8. I learn something new everyday. :)
And if we want to get super technical about it, it would be (1d10x2)+8+1d10... unless you're using the optional rule of rolling multiple dice instead of multiplying by two.
Would damage from the Thaumaturge's Exploit Vulnerability also be doubled on a critical hit? And would damage towards weaknesses in general double on critical hits?
Short answer, no.
Long answer: ruclips.net/video/RatgKc3s7ZU/видео.html
@@Vezalin Cool, thanks
A more normal situation where you may see a nat 20 not be a cri is when you attack at a -10 MAP
Another comprehensive video for those of us dipping our toes into Pathfinder.
Do you recommend the critical miss/hit cards? As a DM I usually make comments to my players like "you stab a rock after you roll a 1" or "your gun explodes and you lose your arm" and we all laugh but we don't really have a sort of game changing effect for a 1, seeing that there's cards that detail them, would they add more "flavor" to the session to have? We do it mostly for comedic purposes or for badassery.
I use both the decks and I think everyone enjoys it. But we only draw cards on natural 1s and 20s (that are crits), and only significant enemies (bosses and those with names) get to draw cards for critical hits (i.e. you don't want a player getting seriously harmed because some random goblin drew a lucky card).
That said, I do know others on the internet have expressed that they don't like the decks, so I'll invite them to comment too.
@@HowItsPlayed I do and do not like the cards.
I like them mainly due to their creativity in how Crits work and guiltless/blameless for detrimental Fumbles. I asked my players to read the card to themselves first then describe what happens to the group and not just read it off like it's a piece from a game board.
One of my first reasons I do not like them is they do take up a bit more time as you draw the card, give it to the player, have them read it, explain it, then apply it. Not a huge deal for average players but in the group I was using them for, it wasn't uncommon for a couple of them to take 30s-1m just to tell me how much damage they did for a single hit, so adding in more details with the cards slowed them down even more. Some of the cards are extremely powerful or detrimental. Quad damage, to cutting a casters throat so they can no longer use anything with the Vocal trait. Had one player Fumble and get Confused and proceeded to attack random targets (rolled a die for each target that was within striding distance) downing three out of the six party members.
Daemeej
I still think the critical fumble deck is biased against casters.
At least to me it just feels like their results are way worse.
On some fumbles the weapon gets dropped, damaged or destroyed but for casters you can become mindcontrolled or be forced to roll a hard fortitude save for your level to not have your head explode and you dying...
In normal checks you are right about 20, but natural 20 is automaticaly a critical hit when attacking with weapon (page 278 Core Rules)
That is not correct. On page 278 it says, "When you make an attack *and succeed* with a natural
20... you achieve a critical success." Emphasis on "and succeed". You have to roll a success and then the natural 20 increases it one step to being a critical success. And, yes, I agree that they absolutely could have (and should have) worded this better.
@@HowItsPlayed Ok! Now I got it. Thanks!
Please don't use the "more then 10 less than the DC "line for critical failures. Its confusing and people already use drop the "more than" enough, leaving it as "10 less than the DC," which is not correct.
You can lose the count infusion by saying "10 or more less than or greater than the DC".
At least my groups don't find this change confusing. 😕