Price this Special Ability

How would you price that?

  • +5 (Just like Vorpal

    Votes: 15 78.9%
  • +4 (It's weaker as Vorpal)

    Votes: 3 15.8%
  • Something else

    Votes: 1 5.3%

  • Poll closed .
KaeYoss said:
I just wanted to keep it like the CdG. Also, with a dagger, you could get fort saves with a DC of 4 or something if you drop the 10.

With a decent Strength (14) and enhancement bonus (+2), a normal dagger will do 2d4+8 on a critical hit -- that's 10-18 for your Fort save. And that's before such factors as Sneak Attack and Weapon Specialization damage come into play.

Honestly, even a Fort save or die of 10 is scary for many characters -- not Fighters, but think about a Monk with a Slaughtering Dagger going after Wizards. It's not scary because of the DC, it's scary because it's save or die, and one bad roll will kill a PC.

-- Nifft
 
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KaeYoss said:
Which is an improvement to "die": Vorpal didn't give you a chance. The singular most stupid thing in the rules.

I don't know about that -- there are MANY stupid things in the rules! :p

However, I very much agree that Die, No Save is stupid -- I was going to eliminate Vorpal altogether IMC, but instead I'll replace it with this ability.

Actually, I may keep calling it "Vorpal" -- I'll just let the players know that THIS is what Vorpal means in my universe.

-- Nifft
 

I give it a +5, actually. Even at a +4 value, you're talking about weapons only very high-level characters will have, and in the hands of a high-level fighter that can end up being a save DC of over 100 really easily- which is the same as for vorpal (die with no meaningful save) for most intents and purposes.

The fact is that it's very close to being +6.
 

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