New version of Vorpal

I always perfered sword and shield myself. But I know that defensive characters are less populiar amoung gamers. It's always offense, offense, offense.

Defense wins the game, though.
 

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Crothian said:
I always perfered sword and shield myself. But I know that defensive characters are less populiar amoung gamers. It's always offense, offense, offense.

Defense wins the game, though.

I'm a big supporter of defense. Actually, I don't have a problem giving up 4+ attacks per round to perform a Spring Attack. :)
 

kreynolds said:


I'm a big supporter of defense. Actually, I don't have a problem giving up 4+ attacks per round to perform a Spring Attack. :)

Spring Attack. I had som much fun as a DM with that. THe PCs went into an forgotten temple. It was in good condition with pews set up and an alter. However, there were of course gaurdians. Tiny golems that had the ability to sneak attack and spring attack. they hid under the pews and then ran out, performed a sneak attack on an unsuspecting PC and then ran back to hide. It took 3 rounds for the PCs to even figure out what was going on. THen they still had trouble killing them. They finally just flipped all the pews to get rid of the hiding places. It was funny.
 

I'll go ahead and restate the important points/aspects of this new vorpal. Hopefully, it'll help in deciding what kind of damage it should do:

1) +5 market price modifier
2) can damage creatures immune to critical hits
3) is force damage, so no resistances/immunities apply
4) uses base weapon damage to determine vorpal damage

That's the basics. Although the vorpal enhancement will improve in functionallity on weapons with high crit multipliers, this is no different than the burst effects, so it really shouldn't make that much of a difference.

So, a choice needs to be made. What kind of damage multiplier will this new Vorpal enhancement use?

1) x4 (probably too low)
2) x6
3) x8
4) x10 (probably too high, but I went ahead and included it because it was mentioned earlier)
 


How about this:

If a vorpal weapon crits it is treated as if it were a coup-de-grace (fort save DC + damage dealt, or die).

If you think is to little then add this:

In addition a vorpal weapon has its crit multiplier squared, ie x2 becomes x4, x3 becomes x6, etc.
 

AGGEMAM said:
How about this:

If a vorpal weapon crits it is treated as if it were a coup-de-grace (fort save DC + damage dealt, or die).

Oooohhh! Nice idea! I'd like to stick with this theme first though, but another enhancement with that effect, perhaps a more powerful version of Vorpal, would be really slick. :D

AGGEMAM said:
In addition a vorpal weapon has its crit multiplier squared, ie x2 becomes x4, x3 becomes x6, etc.

I think you meant "doubled", not "squared". Otherwise, x2 = x4, x3 = x9, x4 = x16.
 

Crothian said:
I vote for double the crit multiplier personally. :)

So, the vorpal damage for these weapons would be:

Longsword: x4 (4d8)
Shortsword: x4 (4d6)
Mercurial Greatsword: x8 (16d6)

Is that what you meant?
 


Choices, choices, choices

OK. Here are the versions so far.

1) x4
2) x6
3) double weapon crit

Now, here's a new twist I just thought of...

4) x4 and ignores hardness rating of objects

Thoughts?
 

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