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Vorpal and Sharpness and Fumble rules...
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<blockquote data-quote="Jackinthegreen" data-source="post: 6014509" data-attributes="member: 6678119"><p>I don't know what game you're playing, but in D&D 3.x at least the magic is always on the weapon regardless of whether it's being wielded. Most (probably all except cursed) weapons are enchanted such that they don't deal damage to their containers for obvious reasons. There are rules for gear getting saves and such, and there are times when weapons aren't being used but might still be the target of an effect that requires a save. Since a magic weapon gets a save bonus based on its enhancement, are you suggesting that the save bonus goes away too once it isn't being used? Or perhaps the bonus hit points and hardness? As per the 3.x rules, a magic item always has its enhancements on unless there is a specific way to deactivate it which usually requires a certain action as well as an action to reactivate it. I add the part about activation and deactivation because even though I haven't yet seen a weapon that has a deactivation entry, I wouldn't put it past WotC to have published one.</p><p></p><p>Also, not all magic users need to be intelligent. Sorcerers and clerics come to mind since they use Charisma and Wisdom, respectively. Heck, in the case of psionics the various psion disciplines were all keyed off different abilities, including strength, dexterity, and constitution. From all I've read about it, it was actually fairly balanced that way.</p><p></p><p></p><p>As for having fumbles with vorpal and sharpness... I assume sharpness means keen in this case? IIRC during 3.0 having keen on a vorpal weapon would double the chance vorpal went off since it was based on crit range. 3.5 rebalanced vorpal to only work on a natural 20 which is probably for the better since a chance to automatically kill certain opponents, while fun, happened so often that it might become boring or perhaps leave the players to keep counting on it to happen and then become frustrated when the dice don't cooperate as often as they'd like.</p></blockquote><p></p>
[QUOTE="Jackinthegreen, post: 6014509, member: 6678119"] I don't know what game you're playing, but in D&D 3.x at least the magic is always on the weapon regardless of whether it's being wielded. Most (probably all except cursed) weapons are enchanted such that they don't deal damage to their containers for obvious reasons. There are rules for gear getting saves and such, and there are times when weapons aren't being used but might still be the target of an effect that requires a save. Since a magic weapon gets a save bonus based on its enhancement, are you suggesting that the save bonus goes away too once it isn't being used? Or perhaps the bonus hit points and hardness? As per the 3.x rules, a magic item always has its enhancements on unless there is a specific way to deactivate it which usually requires a certain action as well as an action to reactivate it. I add the part about activation and deactivation because even though I haven't yet seen a weapon that has a deactivation entry, I wouldn't put it past WotC to have published one. Also, not all magic users need to be intelligent. Sorcerers and clerics come to mind since they use Charisma and Wisdom, respectively. Heck, in the case of psionics the various psion disciplines were all keyed off different abilities, including strength, dexterity, and constitution. From all I've read about it, it was actually fairly balanced that way. As for having fumbles with vorpal and sharpness... I assume sharpness means keen in this case? IIRC during 3.0 having keen on a vorpal weapon would double the chance vorpal went off since it was based on crit range. 3.5 rebalanced vorpal to only work on a natural 20 which is probably for the better since a chance to automatically kill certain opponents, while fun, happened so often that it might become boring or perhaps leave the players to keep counting on it to happen and then become frustrated when the dice don't cooperate as often as they'd like. [/QUOTE]
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