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<blockquote data-quote="Anubis" data-source="post: 689030" data-attributes="member: 2358"><p>Aw, c'mon! In that case, you better bump up the save needed to prevent destruction! It's only DC 15 as-is, which is hardly game-breaking. If you make it work only on critical hits, bump up the DC to that of a coup de grace or something. Gotta make it useful at least.</p><p></p><p></p><p></p><p>Actually, I had a pretty good fix for Vorpal weapons that you might be interested in. I had posted it a while ago, but it's not near the front anymore. Lemme go find it . . .</p><p></p><p>There it is! Needs some tweaking, though . . .</p><p></p><p>First off, make Vorpal a +10 bonus instead of a +5. Anyway, make all hits do double damage, doubling the damage AFTER *all other damage modifiers, including stuff that normally isn't counted in a critical hit such as sneak attack damage, flaming, etc. This works on ANYTHING AND EVERYTHING. Next, all threats are automatically critical hits, and that damage is also doubled. This, however, is subject to the normal critical hit rules, so some things are not hurt by it such as undead and elementals. Finally, on a natural 20, treat it as a threat for an instant kill, as per the variant rule on DMG page 64. This works on *anything with a Constitution score*, even if normally immune to criticals. This makes the Vorpal power super-deadly and harder to get, and doesn't nerf it while not keeping it TOO powerful for the price of admission.</p><p></p><p>For a +5 variant, use the old "Sharpness" power. For these weapons, all threats are automatically critical hits, subject to the normal critical hit rules of course. Other than that, it works exactly as in the DMG except that the threat for a beheading is only on a natural 20. All other restrictions still apply.</p></blockquote><p></p>
[QUOTE="Anubis, post: 689030, member: 2358"] Aw, c'mon! In that case, you better bump up the save needed to prevent destruction! It's only DC 15 as-is, which is hardly game-breaking. If you make it work only on critical hits, bump up the DC to that of a coup de grace or something. Gotta make it useful at least. Actually, I had a pretty good fix for Vorpal weapons that you might be interested in. I had posted it a while ago, but it's not near the front anymore. Lemme go find it . . . There it is! Needs some tweaking, though . . . First off, make Vorpal a +10 bonus instead of a +5. Anyway, make all hits do double damage, doubling the damage AFTER *all other damage modifiers, including stuff that normally isn't counted in a critical hit such as sneak attack damage, flaming, etc. This works on ANYTHING AND EVERYTHING. Next, all threats are automatically critical hits, and that damage is also doubled. This, however, is subject to the normal critical hit rules, so some things are not hurt by it such as undead and elementals. Finally, on a natural 20, treat it as a threat for an instant kill, as per the variant rule on DMG page 64. This works on *anything with a Constitution score*, even if normally immune to criticals. This makes the Vorpal power super-deadly and harder to get, and doesn't nerf it while not keeping it TOO powerful for the price of admission. For a +5 variant, use the old "Sharpness" power. For these weapons, all threats are automatically critical hits, subject to the normal critical hit rules of course. Other than that, it works exactly as in the DMG except that the threat for a beheading is only on a natural 20. All other restrictions still apply. [/QUOTE]
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