People do seem to like the simple DR/vorpal...BOZ said:I’ll leave the whole vorpal debate open for a little while.
Shade said:One potential "wrinkle"...
1. Fighters beat down jabberwock with nonlethal damage until unconsciousness sets in.
2. Fighter delivers coup de grace with acid, fire, frost, etc. (Since its resistance only applies to the three weapon damage type categories).
Special immunity to weapons bypassed.
Now, if it were regeneration, it could only be coup de graced by a vorpal weapon, which would automatically confirm a critical, thereby cutting off its head, maintaining the spirit of the vorpal vulnerability.
Plus, this way the critter can actually get back up and fight, rather than lying there for hours awaiting nonlethal damage to go away.
Therefore, circular logic has set in and I am now a proponent of regeneration.
Another thought...why not state that vorpal weapons automatically confirm a threat, in addition to or instead of doubling the threat range?
Yeah, but spell resistance does nothing against mundane fire, alchemist's fire, corrosive/flaming/frost/shocking/screaming weapons, etc. I guess I'm just used to playing in games that once we beat a critter that is obviously auto-healing down to unconsciousness, we generally try all available energy and alignment types to "finish the deed".BOZ said:true, there is that. Though, it does have spell resistance. Of course, a part of me says to leave this loophole in there – this gives characters a chance to beat it if the DM is cruel enough to send one against a party with no vorpal weapon. The players would first of all have to realize that they have not killed it when it goes down and that their weapons were having only a minimal effect. And if all of this is still a problem, we could put in a stipulation like “the jabberwock returns to life in X days if not killed with a vorpal weapon”
Not if its only regen 1 or 2.BOZ said:hmm, I’ll consider that. Remember, I was considering regen before.but with as many “helping hand” powers it has already, I’m worried that regen will push it too far.
That would all be true, had they not changed vorpal to only crit on a 20.BOZ said:I don’t know about that – there has to be some accounting for skill and luck. You need that chance that it doesn’t work sometimes. I mean keep in mind – the vorpal sword is an insta-kill weapon. Unless you fight a lot of undead and constructs, a fighter with a vorpal sword really can literally be a killing machine! Just imagine a fighter with improved critical wielding a keen vorpal scimitar… (well OK, not all of that stacks anymore, but still!) it is deadly enough as it is. If you have a weapon that almost guarantees a capable wielder to kill the jabberwock in less than 3 rounds of combat that’s not a very impressive fight is it? I think there should be the chance that a jabberwock can kill you even if you have a vorpal weapon – make it a REAL fight!
Hey, let’s borrow from the above example, and just say that a fighter with imp crit does have a vorpal scimitar. (this guy is really into cutting off heads, it seems). He normally has a threat range of 15-20 – pretty damn good! Fighting a jabberwock, this guy now has a threat range of 9-20 – and that’s just sick! He has a 60% chance of threatening a crit on the jabberwock on any given hit, and if his attack bonus is high enough he should kill it fairly easily and quickly.
Now imagine an ordinary fighter with, oh I don’t know, a vorpal greataxe. His normal threat range is only a 20, so against a jabberwock it is only 19-20. he’s not particularly well-prepared to handle a creature like this in the first place, so it’s going to take some luck for him to take one down.
That's the only reason I suggested the auto confirm, and only in conjunction with it having regeneration. 5% guarantee kill for party, if they have the right tool for the job. Otherwise, call in the mages. (Hey, it's only fair. Fighters have to save their butts from golems.)Vorpal: This potent and feared ability allows the weapon to sever the heads of those it strikes. Upon a roll of natural 20 (followed by a successful roll to confirm the critical hit), the weapon severs the opponent’s head (if it has one) from its body. Some creatures, such as many aberrations and all oozes, have no heads. Others, such as golems and undead creatures other than vampires, are not affected by the loss of their heads. Most other creatures, however, die when their heads are cut off. A vorpal weapon must be a slashing weapon. (If you roll this property randomly for an inappropriate weapon, reroll.) Strong necromancy and transmutation; CL 18th; Craft Magic Arms and Armor, circle of death, keen edge; Price +5 bonus.