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<blockquote data-quote="Khur" data-source="post: 352444" data-attributes="member: 5583"><p><strong>MDK</strong></p><p></p><p>Fine, it works for me.</p><p></p><p> I didn't mean for the power to be invoked. The wording of the power, even though it's a supernatural ability (normally a standard action to use), suggests to me that the deathblow is a potential any time the hero rolls two threats ("with <strong>any</strong> melee attack that is already a threat...."). The "choose" part of the ability means to me the character/player can forgo the deathblow if he wants to. I realize that it'll be rare for anyone to want to forgo a deathblow, but it could happen. I made the ability supernatural, so it's kind of a spiritual thing that's suppressed by an antimagic field. It could be argued that this is an extraordinary ability, however. </p><p></p><p>The times per day limitation just means that the character can't go about killing everything all day long. Once he's done it X times per day (where X is the power level), he can't use the ability anymore -- spiritual reserves are exhausted.</p><p></p><p>The odds of two threats are exponentially worse, you're right. For example, if the threat range for the weapon is 20, then the chance of rolling two 20s is 5% of 5%, or .25%. Keep in mind that the smart player will have the Improved Critical feat (especially after setting his sites on this power) and may have magic items that also improve the threat range. The ability, as written, doesn't restrict the potential threat range, only that the threat be an actual hit. That's how it should be, in my opinion. But, a smart player will likely have a better threat range than 20. Perhaps instead of Weapon Focus: Two handed, the class could have Weapon Focus: any bludgeoning weapon or axe of Large size or with a critical multiplier greater than x2.</p><p></p><p>Maybe I'll playtest it before we go to final design, but I'll at least run it past another editor pal o' mine.</p><p></p><p>That's what I thought I wrote. How is what I wrote not this? </p><p></p><p>As for the save DC, I don't have a problem with your suggestion. Maybe the "round up" portion of the DC determination should be left off, however, so it's assumed one rounds down. This keeps the average DC around 20 (power level 3, 20 points of damage), or 18 if you lower the damage bonus to +1 per 10 points. When considering this, however, remember that an average 20th-level fighter probably has a +14 Fort without magical augmentation – he dies 30% of the time. A wizard, on the other hand, has around a +6 – he dies 65% of the time. However, a troll as +11 Fort (die 45%) and a mature adult dragon has around a +19 (die 5%, older dragons never die, unless in your campaign 1 is an automatic failure).</p><p></p><p><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p></blockquote><p></p>
[QUOTE="Khur, post: 352444, member: 5583"] [b]MDK[/b] Fine, it works for me. I didn't mean for the power to be invoked. The wording of the power, even though it's a supernatural ability (normally a standard action to use), suggests to me that the deathblow is a potential any time the hero rolls two threats ("with [b]any[/b] melee attack that is already a threat...."). The "choose" part of the ability means to me the character/player can forgo the deathblow if he wants to. I realize that it'll be rare for anyone to want to forgo a deathblow, but it could happen. I made the ability supernatural, so it's kind of a spiritual thing that's suppressed by an antimagic field. It could be argued that this is an extraordinary ability, however. The times per day limitation just means that the character can't go about killing everything all day long. Once he's done it X times per day (where X is the power level), he can't use the ability anymore -- spiritual reserves are exhausted. The odds of two threats are exponentially worse, you're right. For example, if the threat range for the weapon is 20, then the chance of rolling two 20s is 5% of 5%, or .25%. Keep in mind that the smart player will have the Improved Critical feat (especially after setting his sites on this power) and may have magic items that also improve the threat range. The ability, as written, doesn't restrict the potential threat range, only that the threat be an actual hit. That's how it should be, in my opinion. But, a smart player will likely have a better threat range than 20. Perhaps instead of Weapon Focus: Two handed, the class could have Weapon Focus: any bludgeoning weapon or axe of Large size or with a critical multiplier greater than x2. Maybe I'll playtest it before we go to final design, but I'll at least run it past another editor pal o' mine. That's what I thought I wrote. How is what I wrote not this? As for the save DC, I don't have a problem with your suggestion. Maybe the "round up" portion of the DC determination should be left off, however, so it's assumed one rounds down. This keeps the average DC around 20 (power level 3, 20 points of damage), or 18 if you lower the damage bonus to +1 per 10 points. When considering this, however, remember that an average 20th-level fighter probably has a +14 Fort without magical augmentation – he dies 30% of the time. A wizard, on the other hand, has around a +6 – he dies 65% of the time. However, a troll as +11 Fort (die 45%) and a mature adult dragon has around a +19 (die 5%, older dragons never die, unless in your campaign 1 is an automatic failure). :D [/QUOTE]
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