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Which +1 Weapon Magical Ability is best ?

tarkin said:
Keen and vorpal don't work the way most people think. Keen increases the chance of a normal critical without affecting the chance of a Vorpalization.

I find that I prefer them in this order:

Fire or Frost (Yes some are immune to cold, but some take double damage from them too.)

Spell Storing

Sure Strike
Where did you get that from?

Monte Cook has said that he has a house rule, and that house rule is exactly the rule you sited, so that's not the way the official rule works.

If you have a source that says otherwise (that is more "official" than one of the authors of the DMG) then I would be greatful to see it.

--Denied Spikey
 

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tarkin said:
Keen and vorpal don't work the way most people think. Keen increases the chance of a normal critical without affecting the chance of a Vorpalization.

That's a house rule. A house rule supported by Monte Cook, I admit, but a house rule nonetheless.
 

for powergaming... Spellstoring Spellstoring Spellstoring... put a Vampiric Touch in there! it's a nice no-save spell that gives you back hit points.

for coolness... dude. Flaming all the way. Flaming weapons ROCK!!! ;)
 

I downloaded a program called combat analyzer.. you basically put in the base attack, Str, weapon bonus and damage and enemy AC and Hitpoints... simulation runs 1000 attacks and gives you average damage and damage per attack... how much you hit... its great for min maxing or just for curiosity.

I tried the two weapon fighting and it shows clearly that its not so good. Of course depends on how you set up your character.

I dont remember where I got it thou... link in EN world maybe
 

CRGreathouse said:


That's a house rule. A house rule supported by Monte Cook, I admit, but a house rule nonetheless.

Actually its an interpretation, not a house rule. And its actually consistent with other similar effects, MM feats frex.
 

Actually its an interpretation, not a house rule.

Sorry?

"On a successful critical hit, the weapon severs the opponent's head from its body."

How can you consider replacing "a successful critical hit" with "a successful critical hit, unless that critical was due to factors other than the natural unmodified threat range of the weapon" an interpretation?

If, using a +2 vorpal longsword against an opponent with an AC of 15, the attacker rolled a natural 19 - a threat - followed by a modified 15 - a confirmation - would you allow the vorpal power to operate? After all, if it weren't for the +2 enhancement on the sword, the critical wouldn't have been confirmed, so by your reasoning, it wouldn't qualify for a beheading, yes? It's a critical, but it wouldn't be a critical with an off-the-shelf longsword.

-Hyp.
 

Well, I've come late to this thread, but after reading all the replies, it seems my point is still valid.

When you create this weapon, there is one other thing to keep in mind that hasn't been brought up yet: sundering. The higher the enhancement bonus, the more difficult it is to sunder a weapon.

This may or may not come into play in your campaign, but it is something to keep in mind when deciding between +1 +ability, or +2.
 




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