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Vorpal and Sharpness reborn
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<blockquote data-quote="kreynolds" data-source="post: 202416" data-attributes="member: 2829"><p>EDIT: Whoa! Al. I just noticed something really important. You're doing this all wrong. This version of Vorpal does not multiply all of your damage. Here, I'll show you. The incorrect part is in <span style="color: red">red</span>.</p><p></p><p>=2d6+31</p><p></p><p>x6 = 12d6+<span style="color: red">186</span></p><p></p><p>The correct expression would be:</p><p></p><p>=2d6+31+12d6</p><p></p><p>It is not:</p><p></p><p>=2d6+(31x6)+12d6</p><p></p><p>Here's another way to look at it (ripped from one of my posts on an older thread and updated):</p><p></p><p><strong>Vorpal Longsword:</strong> On a critical hit, 2d8 (critical damage) + 6d8 (vorpal damage) + strength mods + misc modifiers (not multiplied).</p><p></p><p><strong>Vorpal Greatsword:</strong> On a critical hit, 4d6 (critical damage) + 12d6 (vorpal damage) + strength mods + misc modifiers (not multiplied).</p><p></p><p><strong>Vorpal Dagger:</strong> On a critical hit, 2d4 (critical damage) + 6d4 (vorpal damage) + strength mods + misc modifiers (not multiplied).</p><p></p><p>You calculate your critical damage just like normal, then you add the vorpal damage on top of it. You <strong>do not</strong>, however, do this: calculate normal critical hit damage then multiply by 6.</p><p></p><p>The Fort save is still pretty high though, so I pitched the following idea too my group last night: Drop the Fort save or die function and raise the vorpal damage to x8.</p></blockquote><p></p>
[QUOTE="kreynolds, post: 202416, member: 2829"] EDIT: Whoa! Al. I just noticed something really important. You're doing this all wrong. This version of Vorpal does not multiply all of your damage. Here, I'll show you. The incorrect part is in [color=red]red[/color]. =2d6+31 x6 = 12d6+[color=red]186[/color] The correct expression would be: =2d6+31+12d6 It is not: =2d6+(31x6)+12d6 Here's another way to look at it (ripped from one of my posts on an older thread and updated): [b]Vorpal Longsword:[/b] On a critical hit, 2d8 (critical damage) + 6d8 (vorpal damage) + strength mods + misc modifiers (not multiplied). [b]Vorpal Greatsword:[/b] On a critical hit, 4d6 (critical damage) + 12d6 (vorpal damage) + strength mods + misc modifiers (not multiplied). [b]Vorpal Dagger:[/b] On a critical hit, 2d4 (critical damage) + 6d4 (vorpal damage) + strength mods + misc modifiers (not multiplied). You calculate your critical damage just like normal, then you add the vorpal damage on top of it. You [b]do not[/b], however, do this: calculate normal critical hit damage then multiply by 6. The Fort save is still pretty high though, so I pitched the following idea too my group last night: Drop the Fort save or die function and raise the vorpal damage to x8. [/QUOTE]
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