Ahem, about criticals. The way I have them work is like this. Roll the weapon damage as normally then add all your static numbers. Afterward apply your multiplier via multiplication. For example Momohime does a 1d10+5 with her katana. She gets a critical and rolls a 7 for her d10. (7+5)x2=24 damage. Now if her sword had an extra 1d6 fire damage or something that would not be included with the critical. (1d10+5)x2+1d6 like that, but if she had use a power attack or if the sword just did an extra point of fire damage it would be (1d10+5+power attack+1 fire)x2. On account of those values are static and not rolled for.<br/><br/>Now onto the bit about rolling criticals while confirming criticals. They don't do anything. If they did a rapier could end up doing hundreds of damage with a single attack. There is a rule that if you roll a 20 then confirm with a 20, you just a confirm a second time and the target instantly dies. Now I'll leave it up to you guys if you want to use that rule or not. I warn you I'm pretty lucky and if said rule was in effect at my game last weekend a player would have died instantly.