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General Tabletop Discussion
*Pathfinder & Starfinder
Tweaking Fortification and Vorpal
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<blockquote data-quote="Arkhandus" data-source="post: 1551445" data-attributes="member: 13966"><p>I kinda like your revisions..... As for my 2 cp, the optional part you mention for Fortification makes sense to me, aye, and the Vorpal revision should probably have a DC equal to damage dealt, and mention in the description that it counts as a death effect perhaps? That meaning that someone can use Death Ward or something against it in case the DC gets absurdly high (raging, power-attacking, magic-buffed half-orc barbarian anyone?). As for the Vorpal market price modifier, I suggest making it +1 with an additional market price modifier equal to the weapon's base critical damage multiplier (that is, before adjustments from feats and junk, so adding Vorpal to most weapons is a +3 equivalent ability, while adding it to a greataxe or the ilk is +4, and adding it to a scythe or pick and their ilk would be +5 equivalent).</p><p> </p><p> </p><p>Hrmm....lessee...... Typical 15th-level half-orc barbarian, raging, somewhat-power attacking, without any magical items or effects active besides their weapon, a +5 vorpal scythe....on an "average" critical hit that'd deal..... 6+6+6+6 (average base damage) +15+15+15+15 (strength, two-handed weapon) +5+5+5+5 (enhancement) +5+5+5+5 (power attack) = 124 damage, Fortitude save DC 124 or die instantly? Hrmm, that'd be one dead great wyrm prismatic dragon or elder titan, eh? Well, not much difference from standard Vorpal there, so maybe make the DC 1/2 or 1/3 the damage dealt or something? *curses raging, power-attacking half-orc barbarians with their rampant might*</p></blockquote><p></p>
[QUOTE="Arkhandus, post: 1551445, member: 13966"] I kinda like your revisions..... As for my 2 cp, the optional part you mention for Fortification makes sense to me, aye, and the Vorpal revision should probably have a DC equal to damage dealt, and mention in the description that it counts as a death effect perhaps? That meaning that someone can use Death Ward or something against it in case the DC gets absurdly high (raging, power-attacking, magic-buffed half-orc barbarian anyone?). As for the Vorpal market price modifier, I suggest making it +1 with an additional market price modifier equal to the weapon's base critical damage multiplier (that is, before adjustments from feats and junk, so adding Vorpal to most weapons is a +3 equivalent ability, while adding it to a greataxe or the ilk is +4, and adding it to a scythe or pick and their ilk would be +5 equivalent). Hrmm....lessee...... Typical 15th-level half-orc barbarian, raging, somewhat-power attacking, without any magical items or effects active besides their weapon, a +5 vorpal scythe....on an "average" critical hit that'd deal..... 6+6+6+6 (average base damage) +15+15+15+15 (strength, two-handed weapon) +5+5+5+5 (enhancement) +5+5+5+5 (power attack) = 124 damage, Fortitude save DC 124 or die instantly? Hrmm, that'd be one dead great wyrm prismatic dragon or elder titan, eh? Well, not much difference from standard Vorpal there, so maybe make the DC 1/2 or 1/3 the damage dealt or something? *curses raging, power-attacking half-orc barbarians with their rampant might* [/QUOTE]
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Tweaking Fortification and Vorpal
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