Need DM opinions

Zenon said:
They're not the same things, even though their effects are similar (increased damge from good placement).

Let's see....

1) Critical hit - accurate blow to weak spot
2) Sneak attack - accurate blow to weak spot

Constructs - no weak spots, so....
1) ...no critical hit
2) ...no sneak attack

Yeah, those are definately the same thing. :cool: The only difference is that with a critical hit, you're relying on luck of the dice, whereas with a sneak attack, you can do it whenever you want (so long as you meet the necessary conditions, of course).
 
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kreynolds said:


Let's see....

1) Critical hit - accurate blow to weak spot
2) Sneak attack - accurate blow to weak spot

Constructs - no weak spots, so....
1) ...no critical hit
2) ...no sneak attack

Yeah, those are definately the same thing. :cool: The only difference is that with a critical hit, you're relying on luck of the dice, whereas with a sneak attack, you can do it whenever you want (so long as you meet the necessary conditions, of course).

My argument against that -

IMO, the special effect comes from the weapon, so only weapon dice count for the damage in pulling it out.

If it would come down to adding SA damage and criticals or nothing, then I'd have to go with nothing but base.

I'm just trying to open the door a little and make it an interesting choice for a character, not a wet dream for a power-junky rogue...and adding SA damage to it would do just that.
 

What about those of us who play damage vs. your vast store of hit points a near miss, a dodge, a parry, whatever? Should you even have to pull the harpoon out?

Strange weapon...
 

Zenon said:
If it would come down to adding SA damage and criticals or nothing, then I'd have to go with nothing but base.

Same here. I was just pointing out that it doesn't make much sense to allow one but not the other. Regardless, I wouldn't allow either in the first place. Besides, the harpoon is funky enough as is. :)
 

The harpoon is a stupid weapon because it breaks implicit assumptions about the hit point model. A 10-point hit on a fighter with 100 hit points is a glancing blow. There should be no extra damage on pulling it out, because it isn't stuck in the first place.

Oh f*ck, I've dragged the eternal h*t po*nt war into the Rules forum now.
 

I would count ALL the damage caused by the weapon, for most of the reasons already posted.
1. Stronger attacker sticks the weapon in deeper, causing more damage when it is removed.
2. A skilled attacker can stick it in a vital spot, causing more damage when it is removed.

And I think DM's who rule otherwise are sissies.
 




harpoons are for shooting whales. If I used them I would do base damage no extras. Soon your players will ask about putting barbs on their arrows and then you really have a mess.

Quick and simple. Sunder the harpoon and never have another shop have one fro the PC.
 

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