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Vorpal and Sharpness reborn
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<blockquote data-quote="Al" data-source="post: 202153" data-attributes="member: 2486"><p>Damage Breakdown:</p><p>Basic Damage:</p><p>2d6 (Greatsword)</p><p>+5 Weapon</p><p>+2 Weapon Specialisation</p><p>+24 Strength (how? here goes: 20 str base, +5 advancement +5wish +6enhancement +6greater rage gives a score of 42, for +16 modifier, x1.5 for 2handed weapon is 24)</p><p>=2d6+31</p><p></p><p>x6 = 12d6+186, DC well over 200.</p><p></p><p>But that's irrelevant. Any high-level fighter can get DCs well into the 60s at least.</p><p>Even using the DMG fighter with a moderate Str and the minimum weapon :</p><p></p><p>d10 (Bastard Sword)</p><p>+7 (Strength, 15+3advancement+6belt of strength=24)</p><p>+1 (Weapon, minimum)</p><p>+2 (Weapon Spec)</p><p>=d10+10 (average 15.5)</p><p></p><p>x6 = average 93. And that's the bog-standard DMG fighter. </p><p></p><p>Now, the point is: in the old days there was no save. Fine. But what the problem with the new vorpal is that it ignored immunity to crits.</p><p>In the old days, there was one way to avoid vorpal: immunity to crits (or many heads)</p><p>Nowadays, there is no way to avoid it *whatsoever*, short of rolling a natural 20 to save (unless you have a Fort save in the 70s or so).</p><p>That is my objection: revoke the bypassing immunity clause and you have a perfectly reasonable and interesting reworking.</p></blockquote><p></p>
[QUOTE="Al, post: 202153, member: 2486"] Damage Breakdown: Basic Damage: 2d6 (Greatsword) +5 Weapon +2 Weapon Specialisation +24 Strength (how? here goes: 20 str base, +5 advancement +5wish +6enhancement +6greater rage gives a score of 42, for +16 modifier, x1.5 for 2handed weapon is 24) =2d6+31 x6 = 12d6+186, DC well over 200. But that's irrelevant. Any high-level fighter can get DCs well into the 60s at least. Even using the DMG fighter with a moderate Str and the minimum weapon : d10 (Bastard Sword) +7 (Strength, 15+3advancement+6belt of strength=24) +1 (Weapon, minimum) +2 (Weapon Spec) =d10+10 (average 15.5) x6 = average 93. And that's the bog-standard DMG fighter. Now, the point is: in the old days there was no save. Fine. But what the problem with the new vorpal is that it ignored immunity to crits. In the old days, there was one way to avoid vorpal: immunity to crits (or many heads) Nowadays, there is no way to avoid it *whatsoever*, short of rolling a natural 20 to save (unless you have a Fort save in the 70s or so). That is my objection: revoke the bypassing immunity clause and you have a perfectly reasonable and interesting reworking. [/QUOTE]
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