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Vorpal House Rules
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<blockquote data-quote="Ltheb Silverfrond" data-source="post: 3117412" data-attributes="member: 39867"><p>Unless you use the Coup de Grace version, the options you list cheapen vorpal, making it's effective market value less than +5, I think. (To about +1-2 for the auto confirm, which is mechanically equivalent to a 1st or 2nd level spell to ~+4 for the ignore crit immunity, which could be +5 or higher if it totally trumps all crit immunity) and the Coup de Grace version is pretty powerful, but easily countered. Just keep walking away.</p><p> </p><p>My suggestion would be to make vorpal similar to the Burst weapons: Give it some extra (Slashing) damage on each hit (2d6?) and on a crit, the extra slashing damage increases. (to 5d6?) And instead of saying it cuts off their head on a crit, you could simply say it cuts off their head if and when it kills them. (or if they go to 0, it could just deal the 10 more damage to kill them and still sever their head)</p><p></p><p>Other supplements I have read had different takes on vorpal weapons. Monte Cook's Arcana Evolved had a version of vorpal I based my suggestion off of: Extra damage (alot of it) on a crit and if it kills them, Then it cuts off their head.</p><p></p><p>Having a sword that instantly kills is pretty scary and quite unbalanced, because it takes the skill out of combat. (With the current vorpal, its best to take classes like dervish that net extra attacks and use 2 weapon fighting. Spam attacks, and wait for a 20)</p></blockquote><p></p>
[QUOTE="Ltheb Silverfrond, post: 3117412, member: 39867"] Unless you use the Coup de Grace version, the options you list cheapen vorpal, making it's effective market value less than +5, I think. (To about +1-2 for the auto confirm, which is mechanically equivalent to a 1st or 2nd level spell to ~+4 for the ignore crit immunity, which could be +5 or higher if it totally trumps all crit immunity) and the Coup de Grace version is pretty powerful, but easily countered. Just keep walking away. My suggestion would be to make vorpal similar to the Burst weapons: Give it some extra (Slashing) damage on each hit (2d6?) and on a crit, the extra slashing damage increases. (to 5d6?) And instead of saying it cuts off their head on a crit, you could simply say it cuts off their head if and when it kills them. (or if they go to 0, it could just deal the 10 more damage to kill them and still sever their head) Other supplements I have read had different takes on vorpal weapons. Monte Cook's Arcana Evolved had a version of vorpal I based my suggestion off of: Extra damage (alot of it) on a crit and if it kills them, Then it cuts off their head. Having a sword that instantly kills is pretty scary and quite unbalanced, because it takes the skill out of combat. (With the current vorpal, its best to take classes like dervish that net extra attacks and use 2 weapon fighting. Spam attacks, and wait for a 20) [/QUOTE]
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