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<blockquote data-quote="Hypersmurf" data-source="post: 2144330" data-attributes="member: 1656"><p>See, there's the thing.</p><p></p><p>The crit system in 3E/3.5 is based on the idea that high threat range weapons and high multiplier weapons balance with each other. The 19-20/x2 and the 20/x3 weapons generally have higher damage dice than the 18-20/x2 and the 20/x4 weapons. An increase to the threat range of a high-threat weapon is usually bigger than the increase to the threat range of a high-multiplier weapon, retaining that balance. The burst weapons deal more damage based on multiplier, retaining that balance.</p><p></p><p>The problem with 3E Vorpal was that it was that it increased the multiplier to infinity, no matter whether the weapon was high-threat or high-multiplier. Without Vorpal, the damage dealt by three falchion criticals works out about the same as the damage dealt by one scythe critical and two normal scythe hits, with any special abilities - Imp Crit, Burst, whatever. But as soon as you add 3E Vorpal in, the falchion's critical is just as strong as the scythe's... and occurs three times as often. Suddenly, high-threat weapons are simply <em>better</em> than high-multiplier weapons. The balance is gone.</p><p></p><p>3.5's solution works just fine - Vorpal is no longer tied to threat range. So while it's just as deadly to achieve a Vorpal effect with a falchion as with a scythe, it no longer happens three times as often. The balance is restored.</p><p></p><p>As soon as they tied Vorpal to a 20, instead of a crit, they no longer <em>needed</em> to prevent Improved Critical and Keen from stacking - the instakills don't happen on every third attack, and IC/Keen was never the problem with balancing different weapons anyway.</p><p></p><p>-Hyp.</p></blockquote><p></p>
[QUOTE="Hypersmurf, post: 2144330, member: 1656"] See, there's the thing. The crit system in 3E/3.5 is based on the idea that high threat range weapons and high multiplier weapons balance with each other. The 19-20/x2 and the 20/x3 weapons generally have higher damage dice than the 18-20/x2 and the 20/x4 weapons. An increase to the threat range of a high-threat weapon is usually bigger than the increase to the threat range of a high-multiplier weapon, retaining that balance. The burst weapons deal more damage based on multiplier, retaining that balance. The problem with 3E Vorpal was that it was that it increased the multiplier to infinity, no matter whether the weapon was high-threat or high-multiplier. Without Vorpal, the damage dealt by three falchion criticals works out about the same as the damage dealt by one scythe critical and two normal scythe hits, with any special abilities - Imp Crit, Burst, whatever. But as soon as you add 3E Vorpal in, the falchion's critical is just as strong as the scythe's... and occurs three times as often. Suddenly, high-threat weapons are simply [i]better[/i] than high-multiplier weapons. The balance is gone. 3.5's solution works just fine - Vorpal is no longer tied to threat range. So while it's just as deadly to achieve a Vorpal effect with a falchion as with a scythe, it no longer happens three times as often. The balance is restored. As soon as they tied Vorpal to a 20, instead of a crit, they no longer [i]needed[/i] to prevent Improved Critical and Keen from stacking - the instakills don't happen on every third attack, and IC/Keen was never the problem with balancing different weapons anyway. -Hyp. [/QUOTE]
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