Vorpal weapons and exploding critical hits

This is a new fix for vorpal weapons, which lots of people seem to have problems with (and for good reasons): anything vulnerable to critical hits will die instantly upon being struck by a vorpal weapon, with no real means of protection. Keen vorpal scimitars and the like can reliably destroy game balance.

My solution is to allow vorpal weapons to deliver critical hits that cause greatly increased -- potentially unlimited -- damage. A critical hit with a vorpal weapon will really hurt, but might not kill you, especially if you've got a lot of hit points.

The details: Vorpal weapons don't instantly kill an opponent, but cause "exploding" damage on critical hits. That is, when a vorpal weapon threatens a critical hit, roll two dice to confirm. If either die succeeds, it allows the attacker to roll the additional dice of damage he normally would upon scoring a critical hit (it allows the attacker to roll damage one, two, or three additional times, depending on his weapon's critical hit multiplier). If either die threatens a critical, it allows the attacker to roll two more dice to confirm, each which can explode as normal.

For example, the dwarf fighter Tordek is wielding a vorpal +3 battleaxe, and has Improved Critical (battleaxe). He rolls a natural 20, threatening a critical, and rolls two dice, getting a 14 (which confirms) and a 19 (which also confirms, and threatens another critical). Thanks to the 19, he then rolls twice, more getting a 12 (which also confirms) and a 4 (which doesn't). He's confirmed three threats, each of which allows him to roll two additional dice of damage (his axe has an x3 multiplier), so he rolls damage a total of seven times, and adds the results.

On the other hand, the drow fighter/ranger Drysd is wielding a keen vorpal +4 scimitar (he's got another scimitar in his off-hand, but that's neither here nor there). He rolls a 13, threatening a critical, and also rolls two dice, getting a 15 and a 19. Both threaten, so he rolls four dice (two for each threat), getting an 11, 6, 17, and 9. All results except for the 6 confirm, and the 17 is another threat, so Drysd, thanking his goddess My'licky for his good fortune, rolls twice more, getting a 3 and a 10 (the latter of which confirms). He's confirmed seven threats, each of which allows him to roll one additional die of damage (his sword has an x2 multiplier), so he rolls damage a total of eight times, and adds the results.
 

log in or register to remove this ad

Are you using the optional rules of insta-kills if a crit confirmation roll crits and its confirmation hits?

If you are, maybe the whole thing would be simplified by saying a Vorpal which threatens a crit automatically crits, and if it 'confirms' the crit, it kills.

Or replace all statements of kill above with x10 damage dice.
That branching tree structure would be a little bit of a hassle.
 

Khorod said:
Or replace all statements of kill above with x10 damage dice.
That branching tree structure would be a little bit of a hassle.
i like it more than the "YOU DIE" effect, personally. gives more weight to that "vibro-shiv" feeling that vorpal has always exuded for me.

it makes that "Keen + Improved Criticals + Favored/Ki criticals" rapier pretty damn awesome, though.
 
Last edited:

Well, I have always said that vorpal doesn't kill on impact. Instead, it multiplies the crit multiplier with 10. x2 becomes x20, x3 becomes x30 etc. Fast and easy to use
 

comrade raoul said:
My solution is to allow vorpal weapons to deliver critical hits that cause greatly increased -- potentially unlimited -- damage. A critical hit with a vorpal weapon will really hurt, but might not kill you, especially if you've got a lot of hit points.

That's pretty much how my version of vorpal works as well. Lots o' damage, and its force damage to boot.
 

I've always ruled that the VORPAL threat range is the weapons natural, unmodified threat range. Any threat with a vorpal weapon that ISN'T in its natural threat range (Due toKEEN, improved crit, etc) is just a normal threat with that weapon, and doesn't chop off the head. (sometimes an arm or hand, though.. I usualy ad-lib that based on how much damage is dealt)

I also rule that VORPAL can only affect Slashing weapons, and only works on creatures whose size category is no more than 2 larger than that of the weapon, thus preventing the DM ever having to say "OK, You cut off the dragons head with a dagger!".
EX: Vorpal longsword(Medium) would be insta kill on a confirmed 19 or 20 threat if it was vs a Huge or smaller creature, whereas a vorpal Greataxe would instantly kill any Gargantuan or smaller creature on a nat 20 if confirmed.

I've also reduced Vorpal to a +4 modifier to take into account the limits I've put on it. It's worked out fairly well for me.

Slightly Off Topic:
with regards to Lightsabers in Starwars games: I rule them very similar.. nat 20 confirmed cuts off head, nat 19 confirmed cuts off arm.
 

Remove ads

Top