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Tweaking Fortification and Vorpal
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<blockquote data-quote="Synchronicity" data-source="post: 1548130" data-attributes="member: 10070"><p>Alrighty. In the games of D&D I've played in and run under 3.0 and 3.5 edition D&D, neither of these abilities has sat well with me. Fortification, because heavy fortification utterly nullifies such a core ability as the rogue's sneak attack (making it practically <em>de rigueur</em> at high levels for any PC or powerful NPC worth their salt); Vorpal, because I dislike the idea of the BBEG walking up to the PC's and saying "He attacks. Oh. You die.", or vice versa. At least instant death effects allow a save. Doesn't exactly have that epic battle, triumphing over a powerful foe at great personal risk feeling when the fighter gets lucky on his first hit and the guy's head falls off. So. Due to these misgivings, and with some help from a few friends of mine, I've come up with alternative ways of working the abilities. I'd like your thoughts on them.</p><p></p><p>Fortification: Fortification is now a +1 to +5 market value ability. For each point of fortification you possess, the following occurs:</p><p>1) 1 die of sneak attack damage is negated per point of fortification.</p><p>2) The threat range of a weapon striking you is reduced by 1 per point of fortification. A natural 20 is always a threat, regardless of the amount of fortification you possess. [Possible extra to this: If you have reduced a weapon's threat range to 'natural 20', additional points of fortification reduce the weapon's critical multiplier, to a minimum of x2. Thoughts on the inclusion/exclusion of this extra?]</p><p>3) The DC of an attack that functions only if the target can be criticaled/sneak attacked is reduced by 1 per point of fortification. (Example: An assassin's death attack, a Devastating Critical, and under my changes, a Vorpal attack.)</p><p></p><p>Vorpal: When a critical hit is confirmed with a vorpal weapon, the target must make a Fortitude save (DC= Damage dealt by the critical hit) or die instantly. [Possible change to this: DC=10+Damage dealt by the critical hit]. Market Price Increase: +??? [Thoughts on how expensive this altered version of vorpal should be?]</p><p></p><p>So, there's my alterations. Any thoughts on how they stand? Balance issues?</p><p></p><p>Cheers,</p><p>Synchronicity.</p></blockquote><p></p>
[QUOTE="Synchronicity, post: 1548130, member: 10070"] Alrighty. In the games of D&D I've played in and run under 3.0 and 3.5 edition D&D, neither of these abilities has sat well with me. Fortification, because heavy fortification utterly nullifies such a core ability as the rogue's sneak attack (making it practically [i]de rigueur[/i] at high levels for any PC or powerful NPC worth their salt); Vorpal, because I dislike the idea of the BBEG walking up to the PC's and saying "He attacks. Oh. You die.", or vice versa. At least instant death effects allow a save. Doesn't exactly have that epic battle, triumphing over a powerful foe at great personal risk feeling when the fighter gets lucky on his first hit and the guy's head falls off. So. Due to these misgivings, and with some help from a few friends of mine, I've come up with alternative ways of working the abilities. I'd like your thoughts on them. Fortification: Fortification is now a +1 to +5 market value ability. For each point of fortification you possess, the following occurs: 1) 1 die of sneak attack damage is negated per point of fortification. 2) The threat range of a weapon striking you is reduced by 1 per point of fortification. A natural 20 is always a threat, regardless of the amount of fortification you possess. [Possible extra to this: If you have reduced a weapon's threat range to 'natural 20', additional points of fortification reduce the weapon's critical multiplier, to a minimum of x2. Thoughts on the inclusion/exclusion of this extra?] 3) The DC of an attack that functions only if the target can be criticaled/sneak attacked is reduced by 1 per point of fortification. (Example: An assassin's death attack, a Devastating Critical, and under my changes, a Vorpal attack.) Vorpal: When a critical hit is confirmed with a vorpal weapon, the target must make a Fortitude save (DC= Damage dealt by the critical hit) or die instantly. [Possible change to this: DC=10+Damage dealt by the critical hit]. Market Price Increase: +??? [Thoughts on how expensive this altered version of vorpal should be?] So, there's my alterations. Any thoughts on how they stand? Balance issues? Cheers, Synchronicity. [/QUOTE]
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Tweaking Fortification and Vorpal
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