+1.
Also as another poster stated iPhone and iPad apps are (should be anyway) two separate products.
I know the people here who don't understand development think its super easy to make an app for both platforms but its not. Maybe a standard application but a game is a whole other story. Not only do you have to have assets that play nice on the 3Gs and to some extent the 3G still but you also have to create higher resolution textures (for 3D games) and graphics for iPhone 4 and iPad games.
I often hear "its as easy as making high resolution graphics and shrinking them" If someone tells you this they know nothing about making game graphics or at least are not good at it. Yes you can do this as a starting point but for the final image of a detailed texture its not going to fly.
Theres also the testing aspect. The iPhone and iPad are different devices and have different capabilities. You have to test and test and test to ensure your game achieves the desired frame rates and is as bug free as possible. Yes you can reuse a decent amount of code, but generally the graphics code has to be heavily edited or in some cases, rewritten.
I will say though in my opinion if your app does the exact same thing on both platforms, charge the same price or make it a universal app. If there is a lot of extra work that went in to the iPad version of the app or your game takes advantage of some iPad specific functionality that you have to add and test then by all means charge for the extra work.