But...charging doesn't deal double damage - it gives +2 on your attack and -2 on your AC. You need to be wielding a lance while mounted, or be wielding any weapon with the Spirited Charge feat to multiply charge damage. You mentioned somewhere that you're not used to system games, so someone may have misled you on that point.<br/><br/>For that matter, Skirmish dice are not multiplied on a crit either, as they are bonus dice. Your total crit damage with a +1 flaming dagger would be<strong>2d3</strong>(weapon*2)<strong>+4</strong>(Strength bonus*2)+<strong>2</strong>(dagger bonus *2) +<strong>2d6</strong>(skirmish damage) +<strong>1d6 fire</strong>(flaming), +<strong>3d6</strong>sneak attack if you managed to charge into a flanking position. So, a total of 2d3+3d6+6, optional +3d6. average 19.5 or 30 damage. Critical hits only multiple your weapon's base dice and any flat bonuses (+X), not additional bonus dice of any sort (skirmish, sneak, energy enchants).