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Tweaking Fortification and Vorpal
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<blockquote data-quote="Synchronicity" data-source="post: 1551701" data-attributes="member: 10070"><p>Wow, I'm really impressed with the quality of feedback thus far! You guys are great! It seems a general consensus that the crit multiplier reduction effect of fortification is approved of, so I think that's going to be included when I use it next. It makes sense too, which I always like. As for the Vorpal; I agree that the sheer damage dealing capability of raging, sometimes frenzying, orc or half-orc barbarians is pretty damn insane. I like what you say, Kyamsil, about the alternative method of calculating the save; that'd definitely make it less overpowered. And Arkhandus, your ideas on costing vorpal seem both balanced and logical. However, I'd rather not turn Vorpal into a 'death effect'; well, not if I'm using Kyamsil's ideas on vorpal, at any rate. I just don't see the ability to sever heads being a 'death effect'; it's more that it's really, really sharp. Of course, if you were using my original idea on vorpal as DC equalling damage, then there's a case for making it less silly by labelling it a death effect and allowing death ward to protect against it. Alrighty, to clarify, revised versions of fortification and vorpal are now:</p><p></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. 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.</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 if using revised Vorpal as below, a Vorpal attack.)</p><p></p><p>Vorpal: When a natural 20 to hit is confirmed as a critical hit with a vorpal weapon, the target must make a Fortitude save (DC= 15+2 per 10 points of damage caused by the critical hit) or die instantly. Market Price Increase: Vorpal is a +3 ability for a weapon with a critical multiplier of x2, a +4 ability for a weapon with a critical multiplier of x3, and a +5 ability for a weapon with a critical multiplier of x4.</p><p></p><p>Yay! It seems I now have a version of both powers that I would consider 'finished'. If anyone else has thoughts which contradict this belief, please, chip in! For the moment, though, I'm happy with what they've been sorted out to be. I think fortification is definitely sorted, and vorpal seems to be. I might post some thoughts after the fact once I've had a chance to use the newly revised versions in a game, and I'd appreciate any similar feedback anyone else using them has to offer. Thanks guys! This has been really helpful! <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p><p></p><p>Cheers, </p><p>Synchronicity</p></blockquote><p></p>
[QUOTE="Synchronicity, post: 1551701, member: 10070"] Wow, I'm really impressed with the quality of feedback thus far! You guys are great! It seems a general consensus that the crit multiplier reduction effect of fortification is approved of, so I think that's going to be included when I use it next. It makes sense too, which I always like. As for the Vorpal; I agree that the sheer damage dealing capability of raging, sometimes frenzying, orc or half-orc barbarians is pretty damn insane. I like what you say, Kyamsil, about the alternative method of calculating the save; that'd definitely make it less overpowered. And Arkhandus, your ideas on costing vorpal seem both balanced and logical. However, I'd rather not turn Vorpal into a 'death effect'; well, not if I'm using Kyamsil's ideas on vorpal, at any rate. I just don't see the ability to sever heads being a 'death effect'; it's more that it's really, really sharp. Of course, if you were using my original idea on vorpal as DC equalling damage, then there's a case for making it less silly by labelling it a death effect and allowing death ward to protect against it. Alrighty, to clarify, revised versions of fortification and vorpal are now: 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. 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. 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 if using revised Vorpal as below, a Vorpal attack.) Vorpal: When a natural 20 to hit is confirmed as a critical hit with a vorpal weapon, the target must make a Fortitude save (DC= 15+2 per 10 points of damage caused by the critical hit) or die instantly. Market Price Increase: Vorpal is a +3 ability for a weapon with a critical multiplier of x2, a +4 ability for a weapon with a critical multiplier of x3, and a +5 ability for a weapon with a critical multiplier of x4. Yay! It seems I now have a version of both powers that I would consider 'finished'. If anyone else has thoughts which contradict this belief, please, chip in! For the moment, though, I'm happy with what they've been sorted out to be. I think fortification is definitely sorted, and vorpal seems to be. I might post some thoughts after the fact once I've had a chance to use the newly revised versions in a game, and I'd appreciate any similar feedback anyone else using them has to offer. Thanks guys! This has been really helpful! :) Cheers, Synchronicity [/QUOTE]
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Tweaking Fortification and Vorpal
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