Game of Death

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Regarding Quicksilver: Yeah, I cut that out. Like somebody's heart.

Sollir Furryfoot: The previous one doesn't have a winner yet :). And really, I've got, like, a third of the players from it already! As for the DM, that doesn't sound too bad. Clockworkjoe, do you want to play?
 

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Well, I love all of y'all, you know that, but I'm going to bed. Work tomorrow is promising to royally suck, so I need some ZZZs to face it with :).

I may post and respond to e-mail sporadically (or not at all) tomorrow, due to the aforementioned suckage, and social obligations/activities scheduled for tomorrow evening. I should be back in form on Wednesday, however, and I will look at everything then that you send me in the meantime. :D

G'night!
 


I'm not entirely certain that vorpal blades need nerfing, but I haven't really seen them in action before. Have they been nerfed historically (that is, in other Games of Death)?

Hm... Although, I know I've been looking at some really insane critical threat ranges over the past few days. Tell you what, here's some proposals, y'all let me know what you think.

a) Natural crit only. The effects of keen, improved critical and other methods of improving the critical threat range for a weapon do not affect its likelihood of decapitating. Only a natural roll of the original, natural, unmodified critical threat range has the possibility of decapitation.

b) Fortitude save vs decapitation. On a successful Fortitude save, take an extra 2d6 damage (based roughly on the +5 cost of vorpal) but not decapitated.

c) Fortification Collar. This is an armored neck collar that prevents critical hits to the neck. It's only real use is against vorpal weapons (and critical hits from garrottes), but some gladiators consider it an indispensable item. It takes up the necklace/amulate location, and comes in three varieties, Light (800 GP), Moderate (3,000 GP) and Heavy (7,000 GP). Light prevents neck criticals 25% of the time; Moderate prevents them 75% of the time; and Heavy prevents them 100% of the time. If NO OHER ARMOR is being worn, they also provide +1 enhancement bonus to AC. For purposes of special abilities, wearing a fortification collar is not considered to be wearing armor. Caster Level: 13th; Prerequisites: Craft Magic Arms and Armor, limited wish or miracle.

I won't do (a) and (b) together - that's a bit much. I may allow (c) regardless, if enough people want them.
 

WHOA!

I thought that vorpal only working on a NATURAL crit was already erratad to that? what the heck? If not, then I need to toally redo my character, to go with one of those uber munchy crits ranges from 12-20, and pretty much promise decapitation in 1 round!
 

Errata: Nope, no errata for it.

But don't get it just yet, I'm waiting to hear people's opinions. I'm taking your statement as "nerf it, kick it while it's down, nerf it some more". ;)
 

BANNED: Rod of Rulership

From the SRD:
"The wielder can command the obedience and fealty of creatures within 120 feet when he or she activates the device (a standard action). Creatures totaling 300 Hit Dice can be ruled, but creatures with Intelligence scores of 12 or higher are entitled to a Will saving throw (DC 16) to negate the effect. Ruled creatures obey the wielder as if he or she were their absolute sovereign. Still, if the wielder gives a command that is contrary to the nature of the creatures commanded, the magic is broken."

This is essentially mass charm, an 8th level spell (one of the particularly annoying ones), with increased area, slightly reduced Will save, and the ability to command death-and-glory types to their deaths. I could nerf it, but I'd rather just ban it.

To the player who found this for me, thanks :).
 

NERF NERF NERF

HECK YES
you should nerf it, otherwise you can roll in with a vorpal weapon with a 12-20 crit range, and decapitate on 45% of your rolls! that's just nuts.
 

The way I'd prefer to see vorpal blades work is that they increase the critical multiplier of the weapon by 2. A powerful +5 weapon, but not capable of killing 8000 hp dragons in a single swipe. But that's me.
 

vorpal = dumb

Vorpal makes no sense, By the rules, a halfling, with a vorpal, keen kukri ( a small weapon) could lop the head off of a giant with a crit?!! how the heck can he even REACH the head to lop it off? and how can a small weapon hack through a neck bigger than it is?
 

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