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Vorpal and Sharpness reborn
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<blockquote data-quote="Tarin Greenflame" data-source="post: 192482" data-attributes="member: 2468"><p>Yeah I guess it is a little hard to understand. My first paragraph I messed up on. Lemme rephrase a few things:</p><p></p><p>Summary:</p><p>Since the difference in sharpness and vorpal enhancement, is, imo, 2 steps, sharpness must be +3 if vorpal is +5. Otherwise, with sharpness as +4, vorpal would have to be +6.</p><p></p><p>Sharpness only being +3 is bolstered by it's rather limited effectiveness: it only works on crits. Vorpal is still quite worthy of a +5 enhancement bonus, for its mass damage and very-hard-to-make fort save. (If you don't think it is hard to make, just look at my rather low-end case scenario in my original post.)</p><p></p><p>And my first paragraph, </p><p></p><p>"Might venture to say make sharpness +3...seeing as how it only works on crits, and vorpal is, imo, 2 steps up (2 more dmg die on crit and nasty death sv), unless you would consider X2 damage die on a crit and a steep fort save or die as a +1 enhancement...in which case you could make vorpal +6." </p><p></p><p>Should have read at the end, "unless you would consider X2 damage die on a crit and a steep fort save or die as a +1 enhancement...in which case you could keep things as-is. Otherwise, vorpal would have to be +6."</p><p></p><p>As a final note, I really like how vorpal is done in the manner you present. It adds flavor imo, and doesn't necessarily make it a cheap insta-death weapon. You may want to add the stipulation for vorpal that the target must have a discernable head or need it's head to live in order for it to make the fort save...unless you wanted to make vorpal a multipurpose cleaver instead of just a decapitator =p</p></blockquote><p></p>
[QUOTE="Tarin Greenflame, post: 192482, member: 2468"] Yeah I guess it is a little hard to understand. My first paragraph I messed up on. Lemme rephrase a few things: Summary: Since the difference in sharpness and vorpal enhancement, is, imo, 2 steps, sharpness must be +3 if vorpal is +5. Otherwise, with sharpness as +4, vorpal would have to be +6. Sharpness only being +3 is bolstered by it's rather limited effectiveness: it only works on crits. Vorpal is still quite worthy of a +5 enhancement bonus, for its mass damage and very-hard-to-make fort save. (If you don't think it is hard to make, just look at my rather low-end case scenario in my original post.) And my first paragraph, "Might venture to say make sharpness +3...seeing as how it only works on crits, and vorpal is, imo, 2 steps up (2 more dmg die on crit and nasty death sv), unless you would consider X2 damage die on a crit and a steep fort save or die as a +1 enhancement...in which case you could make vorpal +6." Should have read at the end, "unless you would consider X2 damage die on a crit and a steep fort save or die as a +1 enhancement...in which case you could keep things as-is. Otherwise, vorpal would have to be +6." As a final note, I really like how vorpal is done in the manner you present. It adds flavor imo, and doesn't necessarily make it a cheap insta-death weapon. You may want to add the stipulation for vorpal that the target must have a discernable head or need it's head to live in order for it to make the fort save...unless you wanted to make vorpal a multipurpose cleaver instead of just a decapitator =p [/QUOTE]
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