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2011-01-07, 11:29 PM (ISO 8601)
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>50 damage: Where every weapon is vorpal
Vorpal weapons have a flat 5% chance per hit (not attack) of decapitating vulnerable enemies. They are naturally thrown in alongside SoD's as anticlimactic and unpredictable.
And yet a dc15 Fortitude save has a flat 5% chance of killing anything with a fort of 14 or greater, and more for anything that has less than that. And all it needs is dealing 50 or more damage with a single hit.
50 damage seems like a lot, but from the forums it seems that this is the thing that 2 handed fighters should be doing reliably in higher levels (way before vorpal weapons are affordable).
So how come the instant death from maximised fireballs and lucky power attacks never comes into it? Do people ignore the massive damage rules, is it subsumed in all the instant-kill effects that other characters are dishing out, or is there something else going on?
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2011-01-07, 11:31 PM (ISO 8601)
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Re: >50 damage: Where every weapon is vorpal
Vorpal is seen as underwhelming not because it's unpredictable, but because it's too expensive.
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2011-01-07, 11:34 PM (ISO 8601)
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Re: >50 damage: Where every weapon is vorpal
I thought that saves don't autofail on a 1?
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2011-01-07, 11:36 PM (ISO 8601)
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Re: >50 damage: Where every weapon is vorpal
Many groups ignore the massive damage rule or create house rules so that it exists in a different format. They may ignore the constant value of 50 damage and use the scaling damage amounts based on size. Also, some groups don't use the auto-failure rule of rolling a 1 on a save.
I think that each of these is likely to be ignored if the group in question isn't fully aware of all of the rules.
http://www.dandwiki.com/wiki/SRD:Saving_Throw
Originally Posted by SRDLast edited by HunterOfJello; 2011-01-07 at 11:38 PM.
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2011-01-07, 11:36 PM (ISO 8601)
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Re: >50 damage: Where every weapon is vorpal
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2011-01-07, 11:37 PM (ISO 8601)
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2011-01-07, 11:43 PM (ISO 8601)
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- Dec 2010
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2011-01-07, 11:46 PM (ISO 8601)
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- May 2006
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- Wandering in Harrekh
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2011-01-07, 11:48 PM (ISO 8601)
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2011-01-08, 12:31 AM (ISO 8601)
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- Feb 2005
Re: >50 damage: Where every weapon is vorpal
Confirming the critical shouldn't be hard, but it drops it from a 5% chance down to maybe a 4% chance (assuming 80% chance to confirm). It's small enough not to matter. However, it obviously doesn't work on Undead, Constructs, Slimes, Elementals, or anything without a discernible head. Very weak.
Massive Damage can make things a Save or die, but it's a very weak save or die: You have to hit and they need to fail against a small save DC. Add in some common ways to not fail on a 1 (Steadfast Determination, Diamond Mind), and it's negated. Not to mention that if you just aren't hit they can't kill you (Miss chance, high AC, Flight, etc.), or if you reduce the damage it won't effect you (Ironguard, Stone Skin, DR, etc.). You are generally better off betting on killing things with damage then Massive damage.
Massive Damage is also like the rules for damaging items if you roll a 1 on against a damaging spell: Very few people actually use them, because they matter in play so rarely.
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2011-01-08, 12:36 AM (ISO 8601)
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Re: >50 damage: Where every weapon is vorpal
My group largely ignored it because it slowed down the game with near-pointless die rolling (as noted, you will make it 95% of the time, so why bother?)
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2011-01-08, 12:37 AM (ISO 8601)
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Re: >50 damage: Where every weapon is vorpal
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2011-01-08, 12:39 AM (ISO 8601)
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Re: >50 damage: Where every weapon is vorpal
I'm afraid not. Massive damage is RAW.
Personally I decided to cut the massive damage rule just last session, since my PCs were calling for (and rolling their own) massive damage saves like every round. And the only result of a failure would be an anticlimax.Last edited by Claudius Maximus; 2011-01-08 at 12:41 AM.
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2011-01-08, 12:46 AM (ISO 8601)
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Re: >50 damage: Where every weapon is vorpal
Last edited by Eldariel; 2011-01-08 at 01:59 AM.
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2011-01-08, 12:59 AM (ISO 8601)
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2011-01-08, 01:08 AM (ISO 8601)
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Re: >50 damage: Where every weapon is vorpal
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2011-01-08, 01:12 AM (ISO 8601)
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- The cold north
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2011-01-08, 01:13 AM (ISO 8601)
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2011-01-08, 01:41 AM (ISO 8601)
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Re: >50 damage: Where every weapon is vorpal
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2011-01-08, 02:50 AM (ISO 8601)
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Re: >50 damage: Where every weapon is vorpal
Eh, my group is aware of the massive damage rule and doesn't use it because it's a stupid rule.
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2011-01-08, 03:06 AM (ISO 8601)
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Re: >50 damage: Where every weapon is vorpal
Well, not necessarily. The Warblade, for instance, has abilities which increases his chance to confirm criticals, but does not increase his chance to do a normal hit. However, I was using 80% as a nice low "worst case" chance number, knowing 3.5 accuracy levels. Taking that you need to roll a 20 (5% chance) and then confirm the critical (which is a separate roll) we have:
0.05 * 0.8 = 0.04, or a 4% chance.
However, in 3.5, you can achieve up to a 95% hit chance (A natural 1 is always a miss), which gives us a maximum of:
0.05 * 0.95 = 0.0475, or a 4.75% chance
If we wanted to look at the very worst case, someone we had no chance against and relying on 20s to hit, we would have:
0.05*0.05 = 0.0025, or a 0.25% chance.
As you might expect, this can be generalized based on the number you need to roll on the d20 to confirm:
If you require X (Max 20, min 2) to confirm on a d20 roll, you have a:
(20-X+1)/20 chance of confirming. You also need to roll a 20 in the first place:
(20-X+1)/20 * 1 / 20 = (21-X)/400 = 0.0525 - 0.0025*X = 5.25% - 0.25%*X.
At least, if you want the rigorous maths
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2011-01-08, 03:32 AM (ISO 8601)
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Re: >50 damage: Where every weapon is vorpal
While I agree with the general idea that damage is negated easily... Allow me a point of nitpicking: The ways to not-fail a save on a 1 are not common. There are... "not many" monsters in the tons of released monster books that have steadfast determination.
Just saying, since 2000, it hasn't even come up once in any game I've played.
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2011-01-08, 03:37 AM (ISO 8601)
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Re: >50 damage: Where every weapon is vorpal
Honestly, massive damage saves aren't amazing. I don't remember anyone failing one in my group, and people like to make hard hitters all the time. At the end of one campaign the Barbarian faced off with a double of himself and they basically traded massive damage saves each round. Both made it easily. No one seems to roll ones on those, ever.
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2011-01-08, 03:49 AM (ISO 8601)
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- Feb 2005
Re: >50 damage: Where every weapon is vorpal
If you just used published monsters yes. However, these feats / abilities are not exactly uncommon choices - for PCs or custom NPCs. Obviously how good your custom NPCs are depends on your PCs optimization levels. Also some creatures, such as undead and constructs, automatically ignore Death Effects, which is an equivalent ability in this context (IE: having no chance of dying from an instant kill ability).
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2011-01-08, 04:56 AM (ISO 8601)
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Re: >50 damage: Where every weapon is vorpal
Every time I post a statement feel free to add 'In my opinion...' whenever applicable.
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2011-01-08, 05:57 AM (ISO 8601)
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Re: >50 damage: Where every weapon is vorpal
Chance to hit = chance to confirm (given a threat), since it's the same attack mod vs the same AC.
If this chance is 'p', then prob of vorpal is
P(nat20) * P(confirm | nat20) = 0.05 *p
In any situation where your character's threats are always hits (for example, he threatens on 19-20 and 19 is a hit) ,the % of hits which crit is the threat range width / 20.
It's basically a clever way to have a certain % of hits be crits, without rolling a second die every time.
If you don't actually hit with your full threat range (more likely with a keen kukri/scimitar/rapier), the % of crits will be lower (at whatever width of threat range you actually hit).Last edited by ffone; 2011-01-08 at 06:00 AM.
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2011-01-08, 06:32 AM (ISO 8601)
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Re: >50 damage: Where every weapon is vorpal
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2011-01-08, 07:11 AM (ISO 8601)
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Re: >50 damage: Where every weapon is vorpal
I just never understood the point of it. If you are doing 50 damage a hit consistently enough for the rule to actually make a difference, you are going to be clearing enemies away fast enough for the rule not to matter. If a level 7 is doing 50 damage per hit with 3 hits, that's pretty much enough to kill your opponent. Past those levels it just seems like it's penalizing the target 5% of the time.
I can see how it would be annoying having the big uber dragon go down because of a bad roll but so many spells/abilities are like that anyway. Failing against a Save or Suck/Die/Lose or Disintegrate is likely to put you in a position where winning becomes infeasible.
I always considered the Massive Damage rule alongside the 20-20-20 rule. The odds of it happening are too slim to actually happen and all it is going to do is end in headaches for everyone at the table.
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2011-01-08, 07:21 AM (ISO 8601)
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2011-01-08, 07:37 AM (ISO 8601)
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- Jan 2010
Re: >50 damage: Where every weapon is vorpal
Considering that steadfast determination is PHB2, I won't expect any monster to have it. That doesn't mean I can't give it to my monsters though, and I do in fact do it quite often to shore up their will saves.
That said, there are enough things to keep track of in dnd at mid+ lvs already. I am always on the lookout to simply/streamline combat, and rolling extra dice after every hit is definitely not a solution.