Re: Re: ECL calculation and Demons
Upper_Krust said:
Hiya mate! 
Exactly, then people simply unload the special abilities onto monsters they are creating and they don't have to pay for them past a certain point. The idea is inherantly broken. I must have been nuts even mentioning it. 
I haven't checked all the monster types but Outsiders now get:
(2 x Int mod) x (HD +3)
Dragons are the same (as 3.0), if not fractionally better.
In Savage Species, Dragons and and Fey get
(6 x Int mod) x (HD +3)
and everyone else gets the total you quote. Looks like that'll be the new rule.
Doesn't that actually completely destroy the feat though!?
Hardly. He does around 30 points on a normal hit, 70 on a critical, and 150 on a critical where the creature fails its FORT. It's not a negligible increase, an for many creatures it does lead to an instant kill (especially if he has hit it once or twice before - which isn't uncommon: after all, not every hit is a critical).
I use a modified version of the rule on WoC website for save or die spells too - they typically do around 300 points, rather than an outright kill, on a failed save.
(I should also point out, that these don't alter the Pit Fien example, since at their hit points, these totals have the same effect: instant kill)
So you use the vorpal feat but it doesn't actually decapitate!?
Yes - it's a vicious, slashing blow to the neck - if it does enough hit points, it decapitated, but if not, it's a vicious blow that
almost decapitated.
I treat vorpal blades the same.
Wouldn't you just be better ignoring both feats and removing them from your list?
I think these changes are worthwhile - the players thought so. Any increase in damage is still an increase in damage, after all - and doubling the damage of a critical hit (tripling for the monk) is definitely worth it.
I mention in the revised (epic) feats section all the changes I would make.
One thing I should have added was that you should remove the Vorpal feat from the list and make it a deific ability (SDA). Its much too powerful.
Treating it similarly to the devastating critical works for me, and gives the monk smething to aim for to increase his damage. Though I could go with banning it if I started another game.
Regarding Overwhelming Critical I have done the math and increasing the actual critical multiplier is too powerful...for a feat anyway.
That's something I've avoided because it gets too difficult to balance the axes and swords (increasing a crit mult from 2 to 3 should be met with axes increasing from 3 to 5, and that's a bit extreme).
I was toyng with having overwhelming critical add a set amount of damage, like half BAB or level, but my game will not go above 30th level - in a game which allows higher levels I can see that not being attractive. But _anything_ is better than a puny +1d6 for an epic feat, that only applies when you get a critical!
Darren