• NOW LIVE! Into the Woods--new character species, eerie monsters, and haunting villains to populate the woodlands of your D&D games.

Two hander style gets the axe shaft!

Re: A bit more info...

ashockney said:
... GET A NAME [GENERAL]
Your name causes confusion to others on the boards.
Benefit: You can choose to create a screen name that isn't a generic reference to your real name.
Normal: Without this feat, people confuse your comments with those of a former employee of WOTC, and think something relevant is being said. When in fact...
Special: Without this feat, moderators may routinely edit your posts to include references to the fact that you're not "THE" person, who happens to have the same name. ...
BTW, kreynolds... What does the 'k' stand for, anyway - knave? :p
 

log in or register to remove this ad

Re: Re: A bit more info...

Darkness said:
BTW, kreynolds... What does the 'k' stand for, anyway - knave? :p

Holy cow, that was one of the funniest things I've read in a long time. Darn that's funny. :D:D:D:D
 

Just out of curiosity, what did you do to Vorpal weapons?

The whole 2E Sharpness/Vorpal thing was always silly to me, and while I don't have a BIG problem with vorpal weapons in general, they just don't seem to have any...snap...to them. There is just something I can't say that I find uninteresting about them.

I was toying with the idea of having a Vorpal weapon, on critting, do normal crit damage, and then doing it's base damage (i.e. d6 for a short sword), in CON damage.
 

Tharkun said:
Vorpal only is effective for the original crit range or does it apply to your current crit range?

Officially, it applies to your full crit range, but Skip wouldn't complain if you ruled otherwise...

Howdy Skip,

I have a question regarding burst enhancements, vorpal enhancements, etc. These enhancements activate when you score a critical hit. My question is
this: Will the Improved Critical feat or the Keen weapon enhancement, which both increase the threat range of the weapon, also apply to the burst/vorpal
enhancement?

Yes (but if you want to bar that in your game you won't get any grief from me).

There seem to be two sides to this argument.

1) The burst/vorpal enhancements use the end-result threat range of the weapon (i.e. they take into account Improved Critical or Keen).

This one's technically correct.

2) The burst/vorpal enhancements use the original unmodified threat range of the weapon.

This one probably is less problematical in the long run.

Skip Williams
RPG R&D

...however, since I fixed vorpal, I don't have a problem with it.
 
Last edited:

Jondor_Battlehammer said:
Just out of curiosity, what did you do to Vorpal weapons?

The whole 2E Sharpness/Vorpal thing was always silly to me, and while I don't have a BIG problem with vorpal weapons in general, they just don't seem to have any...snap...to them. There is just something I can't say that I find uninteresting about them.

Here you go...

Vorpal: This potent and feared enhancement bears an extraordinarily sharp blade. Upon a successful critical hit, a planar rift, allowing the weapon to cut through even the hardest materials, replaces the blade of the weapon. The vorpal enhancement deals an additional x10 force damage. For instance, a longsword deals 1d8 points of damage per hit. So a vorpal longsword will deal 1d8 (normal damage) + 1d8 (normal critical damage) + 10d8 (force damage) points of damage.

A vorpal weapon must be a slashing weapon. The damage dealt by a vorpal weapon is force damage and can even harm creatures that are immune to critical hits.

Caster Level: 18th; Prerequisites: Craft Magic Arms and Armor, finger of death, gate, keen edge; Market Price: +5 bonus.

...and here's my Sharpness too...

Sharpness: This potent and feared enhancement bears an extraordinarily sharp blade. Upon a successful critical hit, a planar rift, allowing the weapon to cut through even the hardest materials, replaces the blade of the weapon. The sharpness enhancement deals an additional x4 force damage. For instance, a longsword deals 1d8 points of damage per hit. So a sharpness longsword will deal 1d8 (normal damage) + 1d8 (normal critical damage) + 4d8 (force damage) points of damage. Also, sharpness weapons completely bypass the hardness of all objects they strike.

A sharpness weapon must be a slashing weapon. The damage dealt by a sharpness weapon is force damage and can even harm creatures that are immune to critical hits.

Caster Level: 18th; Prerequisites: Craft Magic Arms and Armor, gate, keen edge; Market Price: +4 bonus.

...anyways...I've been using these for a few months now, and so far, I haven't run into any problems with them.

Jondor_Battlehammer said:
I was toying with the idea of having a Vorpal weapon, on critting, do normal crit damage, and then doing it's base damage (i.e. d6 for a short sword), in CON damage.

I made a version of Vorpal that allowed a Fort save as well, but myself and the rest of the DMs in my group elected to drop the save version and go with the higher damage one. Here is the save version...

Vorpal: This potent and feared enhancement bears an extraordinarily sharp blade. Upon a successful critical hit, a planar rift, allowing the weapon to cut through even the hardest materials, replaces the blade of the weapon. The vorpal enhancement deals an additional x6 force damage. For instance, a longsword deals 1d8 points of damage per hit. So a vorpal longsword will deal 1d8 (normal damage) + 1d8 (normal critical damage) + 6d8 (force damage) points of damage. Additionally, upon a successful critical hit, the target must make a successful Fortitude save (DC = damage dealt) or die instantly.

A vorpal weapon must be a slashing weapon. The damage dealt by a vorpal weapon is force damage and can even harm creatures that are immune to critical hits.

Caster Level: 18th; Prerequisites: Craft Magic Arms and Armor, finger of death, gate, keen edge; Market Price: +5 bonus.
 





Times 10?:eek:

I gusse that is survivable, as opposed to decapitation, but being able to affect non-crittable critters does bump up it's power a bit.
The save variant is the way they do it in Neverwinter Nights.

Thinking about it, your rendition would still be potent even at epic levels, as would the normal version. I'm going to have to rethink mine to make it worth while when your chopping at that 21st level black dragon monk.:)
 
Last edited:

Into the Woods

Remove ads

Top