StreamOfTheSky
Adventurer
I mentioned this long ago in some thread, thought maybe I could get some opinions on this houserule.
Current Vital Strike:
[sblock]Vital Strike (Combat)
You make a single attack that deals significantly more damage than normal.
Prerequisites: Base attack bonus +6.
Benefit: When you use the attack action, you can make one attack at your highest base attack bonus that deals additional damage. Roll the weapon’s damage dice for the attack twice and add the results together before adding bonuses from Strength, weapon abilities (such as flaming), precision-based damage, and other damage bonuses. These extra weapon damage dice are not multiplied on a critical hit, but are added to the total.[/sblock]
Proposed changes to Vital Strike:
[sblock]Vital Strike (Combat)
You make a single attack that deals significantly more damage than normal.
Prerequisites: Base attack bonus +6.
Benefit: When you use the attack action or the Spring Attack feat, you can make one attack at your highest base attack bonus that deals additional damage equal to your Base Attack Bonus. This extra damage, unlike most non random damage bonuses, is not multiplied on a critical hit, but are merely added to the total.[/sblock]
Improved VS: Requires BAB +11, instead add double your BAB in damage
Greater VS: Requires BAB +16, instead add triple your BAB in damage
Why the change?
1. Firstly, not letting Spring Attack combine with it is a great injustice and needs to be fixed. Note in addition to being better for casters and better in general and w/o two feat pre-reqs, Flyby Attack works with Vital Strike.
2. Vital Strike tries to make skirmishing viable, but does it based on the worst metric possible: base weapon damage. This is bad because it doesn't work best for the agile guy with a weak weapon darting in and out. It works best for the druid and his animal companion T-Rex with Improved Natural Attack and Strongjaw spell using the biggest, most pumped up gigantic weapon damage possible.
3. Starts out at level 6 being slightly worse than original VS with a greatsword (extra 2d6, average of 7 damage), but gradually gains ground, I think, being pretty scary by the time Greater VS rolls around, and making not full attacking a viable option into the upper levels.
Potential issues:
1. As with anything based on BAB, monsters with gigantic piles of HD for their CR can break the hell out of this. DMs are encouraged to exercise caution.
Possible solution: Cap the damage benefit from VS at BAB +10 (+10 damage), from IVS at BAB +15 (+30 damage) and GVS at BAB +20 (+60 damage). Probably a good limit in general, still leads to potentially very high damage for a mid CR opponent even with the caps, though.
Current Vital Strike:
[sblock]Vital Strike (Combat)
You make a single attack that deals significantly more damage than normal.
Prerequisites: Base attack bonus +6.
Benefit: When you use the attack action, you can make one attack at your highest base attack bonus that deals additional damage. Roll the weapon’s damage dice for the attack twice and add the results together before adding bonuses from Strength, weapon abilities (such as flaming), precision-based damage, and other damage bonuses. These extra weapon damage dice are not multiplied on a critical hit, but are added to the total.[/sblock]
Proposed changes to Vital Strike:
[sblock]Vital Strike (Combat)
You make a single attack that deals significantly more damage than normal.
Prerequisites: Base attack bonus +6.
Benefit: When you use the attack action or the Spring Attack feat, you can make one attack at your highest base attack bonus that deals additional damage equal to your Base Attack Bonus. This extra damage, unlike most non random damage bonuses, is not multiplied on a critical hit, but are merely added to the total.[/sblock]
Improved VS: Requires BAB +11, instead add double your BAB in damage
Greater VS: Requires BAB +16, instead add triple your BAB in damage
Why the change?
1. Firstly, not letting Spring Attack combine with it is a great injustice and needs to be fixed. Note in addition to being better for casters and better in general and w/o two feat pre-reqs, Flyby Attack works with Vital Strike.
2. Vital Strike tries to make skirmishing viable, but does it based on the worst metric possible: base weapon damage. This is bad because it doesn't work best for the agile guy with a weak weapon darting in and out. It works best for the druid and his animal companion T-Rex with Improved Natural Attack and Strongjaw spell using the biggest, most pumped up gigantic weapon damage possible.
3. Starts out at level 6 being slightly worse than original VS with a greatsword (extra 2d6, average of 7 damage), but gradually gains ground, I think, being pretty scary by the time Greater VS rolls around, and making not full attacking a viable option into the upper levels.
Potential issues:
1. As with anything based on BAB, monsters with gigantic piles of HD for their CR can break the hell out of this. DMs are encouraged to exercise caution.
Possible solution: Cap the damage benefit from VS at BAB +10 (+10 damage), from IVS at BAB +15 (+30 damage) and GVS at BAB +20 (+60 damage). Probably a good limit in general, still leads to potentially very high damage for a mid CR opponent even with the caps, though.
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