Hypothetical - Making Vital Strike Better


Homebrew and House Rules


1. What is Vital Strike's current niche? How good is it at that?

2. What features should a hypothetical build have to make Vital Strike on-par with other builds in terms of damage, damage while moving, and utility?

For example:

A. Allow Vital Strike to be used on AoO.
B. Allow Vital Strike to be used when charging.
C. Provide full attacks with Vital Strike a benefit.

3. Would any of these features take Vital Strike overboard?


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1. Its current niche is to make giant dinosaurs (or druids wildshaped into them) scarier, because (a) it's based on damage dice, and (b) it doesn't work with anything else.
2. Wild shape and strong jaw.
3. None of them would.

My suggestions: During any round in which you make only a single melee attack, for whatever reason, Vital Strike deals an additional 2d6 precision damage (does not multiply on a crit). If your BAB is +11 or higher, the bonus damage increases to 4d6, and to 6d6 if your BAB is +16 or higher.

Then it's useful for almost any build, not just a druid, and it can be used with charges and spring attacks and so on, and it doesn't require a long feat chain.

Paizo Employee Design Manager

I think the big thing with Vital Strike would be to make it more compatible with movement related attacks like Charge and Spring Attack. Opening it up too much more than that could be problematic; creatures with massive natural attacks or tricks for bumping the base damage die of their weapons up substantially can already get a pretty hefty amount of damage out of Vital Strike. Similarly, a Druid Wildshaped into a stegosaurus or an equivalent character build could have a field day Vital Striking on AoO, especially with his built in Trip ability. I think even if Vital Strike were just available on the first attack you make in any round where you move 10 feet or more you'd see its usefulness increase by a fair margin.

Grand Lodge

If you just want to make it cheaper, just have vital, improved, and greater vital strike combined into one feat.

Spoiler:
Vital Strike (Combat)
You make a single attack that deals significantly more damage than normal.
Prerequisites: Base attack bonus +6.
Benefit: When you use the attack action, you can make one attack at your highest base attack bonus that deals additional damage. Roll the weapon's damage dice for the attack twice and add the results together before adding bonuses from Strength, weapon abilities (such as flaming), precision based damage, and other damage bonuses. These extra weapon damage dice are not multiplied on a critical hit, but are added to the total. At BAB +11 Roll the dice for the attack thrice. At BAB +16 roll the dice for the attack in tetrad.


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Overall, I still feel the biggest issue with Vital Strike is how it works, not when it works. Making the bonus damage a flat bonus (or, better yet, one that scales with # of iterative attacks), as opposed to one based on damage dice, would move it from obscure niche feat into something more people might actually take.

Allowing it to work on a charge, or when spring attacking, would be great, but mostly just gravy. Collapsing the chain into a single feat would be logical, but that's true of almost all combat feat chains (TWF, I'm looking at you). But fixing Vital Strike so that a guy with a glaive or a short sword can use it and not feel like a shmoo -- so that a fighter or rogue gets as much out of it as a druid -- that would be the very first thing I'd do.

Paizo Employee Design Manager

Kirth Gersen wrote:

Overall, I still feel the biggest issue with Vital Strike is how it works, not when it works. Making the bonus damage a flat bonus (or, better yet, one that scales with # of iterative attacks), as opposed to one based on damage dice, would move it from obscure niche feat into something more people might actually take.

Allowing it to work on a charge, or when spring attacking, would be great, but mostly just gravy. Collapsing the chain into a single feat would be logical, but that's true of almost all combat feat chains (TWF, I'm looking at you). But fixing Vital Strike so that a guy with a glaive or a short sword can use it and not feel like a shmoo -- so that a fighter or rogue gets as much out of it as a druid -- that would be the very first thing I'd do.

Opening it up to more classes and making it feasible for more than just colossal natural attacks or earthbreakers and double crossbows under the effects of lead blades or gravity bow is certainly something I could get behind, but I'm less certain about making it deal precision damage. That comes with a lot of baggage and the fact that the current Vital Strike doesn't deal precision damage is probably one of the only things I like about it.


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Ssalarn wrote:
the fact that the current Vital Strike doesn't deal precision damage is probably one of the only things I like about it.

Really, the only difference is that it wouldn't affect oozes and elementals, and how often are you doing that in cases when Vital Strike is making a noticeable difference? To me, the convenience of having a 1-word tag that spares me from having to spell out "does not multiply on a crit" ad nauseum would be worth almost any price.


Honestly Kirth, I feel like relegating it to 2d6, 4d6, and 6d6 would actually destroy the only niche it has right now.

Those numbers might be useful at low level, but by the time you hit 11 BAB an extra 14 damage average won't mean much, you'll still just do everything you can to full attack at any point. 21 extra damage at 16 BAB will mean even less.

I'd argue for making vital strike a flat bonus that works with all attacks. Any time you make an attack you get +2d6. Limiting it down a small dice bonus when making single attacks will pretty much destroy the niche of "good for big weapon die builds" while at the same time leaving moving and attacking as a terrible option at all times.


Secret Wizard wrote:

1. What is Vital Strike's current niche? How good is it at that?

2. What features should a hypothetical build have to make Vital Strike on-par with other builds in terms of damage, damage while moving, and utility?

For example:

A. Allow Vital Strike to be used on AoO.
B. Allow Vital Strike to be used when charging.
C. Provide full attacks with Vital Strike a benefit.

3. Would any of these features take Vital Strike overboard?

2.B. Will have some potentially unwanted synergies with the already powerful mounted charge tree. However, I feel like some careful wording about forbidding multiplier overlap could reduce such a problem.

2.C. Might make it too much of a "must have" for most strength builds and the like (which tend to have larger damage dice). Still, I am not sure if I would call it broken exactly.


I've changed it to +BAB and got rid of Improved and Greater. This opens it up to everyone, rather than just the dinosaurs and giants who roll buckets of dice. And it multiplies on a crit (but then again, so do SA and other extra dice IMC). And it can be combined with Cleave, Spring Attack and/or a charge. And fighters get it for free at 8th level.

Paizo Employee Design Manager

Excaliburproxy wrote:


2.B. Will have some potentially unwanted synergies with the already powerful mounted charge tree. However, I feel like some careful wording about forbidding multiplier overlap could reduce such a problem.

Until the recent FAQ changing the mounted combat rules, my group had always played that mounted combatants already could combine Vital Strike with a mounted charge. All it did was help elevate mounted combatants to be able to scale at roughly the same rate that characters with Pounce or similar options are already capable of. Remember that for most characters a mounted charge caps out at the equivalent of 3 attacks, but with only one chance to hit and/or crit, with a weapon with a natural crit range of 20 and the base damage die of a one-handed weapon. Chalk 2B up as "not an issue". 13.5 extra damage (that isn't multiplied on a crit or by Spirited Charge) for 3 feats is not going to break mounted combat.


Ssalarn wrote:
Excaliburproxy wrote:


2.B. Will have some potentially unwanted synergies with the already powerful mounted charge tree. However, I feel like some careful wording about forbidding multiplier overlap could reduce such a problem.

Until the recent FAQ changing the mounted combat rules, my group had always played that mounted combatants already could combine Vital Strike with a mounted charge. All it did was help elevate mounted combatants to be able to scale at roughly the same rate that characters with Pounce or similar options are already capable of. Remember that for most characters a mounted charge caps out at the equivalent of 3 attacks, but with only one chance to hit and/or crit, with a weapon with a natural crit range of 20 and the base damage die of a one-handed weapon. Chalk 2B up as "not an issue". 13.5 extra damage (that isn't multiplied on a crit or by Spirited Charge) for 3 feats is not going to break mounted combat.

One attack at your highest bonus x3 is better than 4 iterative attacks for most armor classes, especially with furious focus.

Paizo Employee Design Manager

Excaliburproxy wrote:
One attack at your highest bonus x3 is better than 4 iterative attacks for most armor classes, especially with furious focus.

One highly conditional attack from the back of a squishy friend who probably can't fit or go everywhere you can go, and who has substantially lower saves and defenses.... etc. etc.

Spirited Charge is not a replacement for Pounce or full attacking. It's a highly conditional, extremely specific, excruciatingly limited way of making up for the fact that you sacrifice attack power for mobility when you choose mounted combat. Again, Vital Strike isn't going to come anywhere close to "breaking" mounted combat. All three feats combined won't even touch what any spellcasting class can add to their mounted damage with a single spell.


Lucky for all of us, there is still mounted skirmisher.

Paizo Employee Design Manager

Excaliburproxy wrote:
Lucky for all of us, there is still mounted skirmisher.

Which for the low low price of 10 more skill ranks than you really need to spend on Ride and a feat that's apparently designed for the Sohei gives you an option to use when you can't charge.

It's not bad, it just has nothing to do with a conversaton about Vital Strike and a mounted charge.


It is a pounce that any class can qualify for and is a must have for mounted charge builds under the current iteration of the rules. It is of paramount importance to a conversation about the viability of charge builds.


What about flipping it around? Instead of giving more damage dice instead apply a multiplier to the static damage?

Paizo Employee Design Manager

Excaliburproxy wrote:
It is a pounce that any class can qualify for and is a must have for mounted charge builds under the current iteration of the rules. It is of paramount importance to a conversation about the viability of charge builds.

You can't use Mounted Skirmisher during a charge, sooo... not really.

Paizo Employee Design Manager

Atarlost wrote:
What about flipping it around? Instead of giving more damage dice instead apply a multiplier to the static damage?

It'd be pretty inconsistent, and insanely powerful in some instances.

RPG Superstar Season 9 Top 16

I considered changing Vital Strike so you ultimately get Improved and Greater Vital Strike when your BAB increases sufficiently. In addition, I would rework early firearms so they have more reliable damage dice, but can never be reloaded as a free action. I would also introduce other interesting classes of weapons with strong damage dice, but that cannot be full-attacked.

In other words, I'd simply expand its niche with more options rather than making the feat good for everyone.

Sovereign Court

The designers have said what they wanted Vital Strike to do: to provide a sort of consolation prize for warriors who don't get to make a full attack with iteratives, probably because they had to move to the enemy.

I think that goal was a good one; people often complain that a melee warrior who can't get a full attack sucks (especially compared to archers).

However, Vital Strike doesn't achieve this goal so well, due to the following problems:
- Weapon damage dice is only a small slice of actual damage done.
- It takes more feats to VS than it takes to make a full attack.
- It requires a standard attack action, so it can't be combined with some appropriate other attack forms, notably Spring Attack.

The flavor surrounding VS - "one precise hit" - means that I'm okay with it not working on charges. (There should be more fancy tricks for charging warriors, but that's a different issue.)

So what do I want? I think a flat damage addition - a hefty one - would be the thing. Independent of the actual weapon used; something that indeed makes the shortsword fighter scary.

I think making VS just do a flat +2d6 or even +3d6 on any single attack action or spring attack would be a good move. Let's call it precision damage, because that's basically what it is.

For the follow-up feats, those would just add the same amount of flat damage again.

The damage is also size-independent; getting rid of druid and T-Rex shenanigans and making halfling warriors a bit scarier instead.


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Thomas Long 175 wrote:
Those numbers might be useful at low level, but by the time you hit 11 BAB an extra 14 damage average won't mean much, you'll still just do everything you can to full attack at any point. 21 extra damage at 16 BAB will mean even less.

Just looking at the numbers, I agree. But what if we sweetened the pot:

BAB +6: +2d6 damage (or whatever).
BAB +11: +4d6, and can activate one effect (feat, item property) that normally triggers only on a crit.
BAB +16: +6d6, and can activate two effects that normally trigger only on a crit.

Thoughts?


Kirth Gersen wrote:
Thomas Long 175 wrote:
Those numbers might be useful at low level, but by the time you hit 11 BAB an extra 14 damage average won't mean much, you'll still just do everything you can to full attack at any point. 21 extra damage at 16 BAB will mean even less.

Just looking at the numbers, I agree. But what if we sweetened the pot:

BAB +6: +2d6 damage (or whatever).
BAB +11: +4d6, and can activate one effect (feat, item property) that normally triggers only on a crit.
BAB +16: +6d6, and can activate two effects that normally trigger only on a crit.

Thoughts?

Actually I could go for that. Instead of just straight damage we're giving the person some versatility. The ability to debuff when making a single attack rather than just do slightly more damage.


I'm sold on the last one. What about outright increasing crit range?


There are two things to consider; mechanics and thematics. Mechanically, Vital Strike is to give you something to do when a Full-Attack. So it is for enemies that are within one Move action distant from you. Charge has a purpose already; it is to deliver an attack to a target that is more than 1 move action from you but you still want/need to attack it this turn so it isn't reasonable to allow Vital Strike on a Charge; that's not its purpose. This reasoning also applies to Spring Attack. It also isn't reasonable to allow Vital Strike on AoOs because, again, its purpose is to give you something to do when you must Move and Attack.

Thematically speaking, the idea is that you are aiming for a vital area to do more damage. Kind of hard to do that when you're charging at them or taking a reflexive attack in a moment of dropped guard.

So it makes sense to keep it as an Attack action only. Ergo, we need to make it more attractive. How does it stack up to other options that serve the same purpose?

Cleave lets you attack two enemies and has a followup feat in Greater Cleave. Two-Weapon Warrior's Doubleslice lets him attack with both main and off-hand weapons as a standard action and is a class ability so it doesn't take a feat slot. Combat maneuvers like Dirty Trick or Grapple allow you to disable an opponent and set them up for a hurting and can also be feat-intensive. Vital Strike is to lay the hurt on a single enemy. If you cut Vital Strike down to a "sneak-attack" style mechanic where it's a fixed amount of damage, this hampers characters who have a large weapon for which they'd like to take advantage of larger weapon dice. But if you make it reliant on a large weapon, there are plenty of weapons that will be left in the dust. So, why not split the difference?

Vital Strike: When making an Attack action, you deal 2d6 additional damage and increase your crit range by 1.

Improved Vital Strike: When using vital strike, you deal 4d6 additional damage and increase your crit range by 2.

Greater Vital Strike: When using vital strike, you deal 6d6 additional damage and increase your crit range by 2 and your crit multiplier by 1.


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That is far too great of an increase. That is huge beyond measure.

In fact its pretty much straight out. People were critting on 12's in 3e and that was insane. Imagine taking a falcata, critting on a 15 for a x4 modifier. Eventually fighters could do it witha x5 modifier. Even a 13 for a x3 with an 18-20/x2 weapon is insane.

I'd say if anything utilize something closer to the called shot ability. Give them the ability to aim and debuff enemies as an attack option based on where you aim.


A Falcata is 19-20/x3. Increasing the range by 2 and multiplier by 1 would only make it 17-20/x4. Moreover, only on an Attack action. For a 18-20/x2 weapon, it would only increase it to 16-20/x3; 15-20/x3 if you have Keen or Improved Crit. Maybe drop the bonus dice from 2/4/6d6 to 1/2/3d6.


If Vital Strike is a consolation prize it needs to not be a feat. If it's going to be a feat it should be about as strong as a 3rd level spell. Fighters don't have a limited resource, but they also don't get two feats per level for free with the option to buy more on the cheap.

By the spell standard Vital Strike should do 1d6 damage per point of BAB to a maximum of 10d6 if it comes at level 6. Improved Vital Strike should do 1d6 per BAB to a max of 15d6 as befits a 5th level spell, and greater vital strike should up the cap to 20d6.

Maybe as a sop to the claim that at will abilities must suck we can drop those to d4s. On the other hand those are the expected damage output for multitarget spells against reflex not a single target attack against full AC.


Kazaan wrote:
A Falcata is 19-20/x3. Increasing the range by 2 and multiplier by 1 would only make it 17-20/x4. Moreover, only on an Attack action. For a 18-20/x2 weapon, it would only increase it to 16-20/x3; 15-20/x3 if you have Keen or Improved Crit. Maybe drop the bonus dice from 2/4/6d6 to 1/2/3d6.

You did not specify it did not stack with keen.

19-20/x3 + keen -> 17-20/x3 +2 on your range -> 15-20/x3.

18-20/x2 + keen -> 15-20/x2 +2 on your range -> 13-20/x2.

You're forgetting to count the 20 so when you double the range you gain 2 points on 19-20 and 3 points on 18-20


Hm, we should really ask if crit fiends really need a special strike. After all, we don't want them to stop using PA or PS.

Ok, so thematically going for a vital strike -- how about giving it the same effects it has now but also adding:

"Whenever you successfully deal Vital Strike damage, until the end of your next round you gain +3 circumstance bonus to combat maneuvers on that target and a +3 circumstance bonus to resist combat maneuvers from that target."

It would grow with BAB until it becomes +9/+9 to resist and perform. That way, Vital Strike gets a clear niche: the thing you do before you get that vital CM in.


Crit range bonuses never stack so you get the choice of either keen or the vital strike bonus.

20/x2
- Keen: 19-20/x2
- My VS: 19-20/x2 -> (IVS) 18-20/x2 -> (GVS) 18-20/x3
- VS is always better so always takes precedence. Also applies to higher multipliers.

19-20/x2
- Keen: 17-20/x2
- My VS: 18-20/x2 -> (IVS) 17-20/x2 -> (GVS) 17-20/x3
- Keen is better than VS, as good as IVS, and GVS is better than Keen

19-20/x3
- Keen: 17-20/x3
- My VS: 18-20/x3 -> (IVS) 17-20/x3 -> (GVS) 17-20/x4
- Same as above, Keen wins out until GVS

18-20/x2
- Keen: 15-20/x2
- My VS: 17-20/x2 -> (IVS) 16-20/x2 -> (GVS) 16-20/x3
- Only combo case where you get better crit range from Keen, but still gain the x3 multiplier via GVS.


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I'm not a fan of increasing crits through Vital Strike.

I am pretty much sold on having things like Blinding Critical activate on a crit OR on a Vital Strike, though. That way a high-level fighter can be a mobile debuffer instead of a guy who just stands around full-attacking.

Status effects are far more interesting and versatile than more damage.


How about a completely different take on the feat. Instead of being an "attack", per say, lets leverage some different mechanics. I had an idea a while back to make Whirlwind Attack a Reflex-save AoE rather than a series of attacks. That could very well be applied here, as well.

Vital Strike: As an attack action, instead of making a normal attack, you may target a vital area to deal double your normal weapon damage plus an additional 1d6 damage. Reflex save for no damage (DC = character level + Wis). If you have a bonus to your Heal skill or a Knowledge skill applicable to the target creature, you may use this bonus to calculate the DC in place of Wisdom.
Special: If you have the Power Attack feat, you may deal your Power Attack bonus damage instead of the 1d6 bonus damage. When doing so, it becomes a Fortitude save.

Improved Vital Strike: When using Vital Strike, you may apply one Critical feat to your damage if the target fails their save. Bonus damage increases to 2d6.

Greater Vital Strike: When using Vital Strike, target saves for half damage. Bonus damage increases to 3d6.
Special: If using the Power Attack option for this feat, you deal +50% bonus damage as if using a 2-h weapon. If actually using a 2-h weapon, this increases to 100% bonus damage.


Kazaan wrote:
Crit range bonuses never stack so you get the choice of either keen or the vital strike bonus.

That's actually not a rule that's ever called out. There are just very few that exist and all of them specifically call out that they will not stack with each other. There is not in fact an overarching rule that they do not stack.


Ssalarn wrote:
Excaliburproxy wrote:
It is a pounce that any class can qualify for and is a must have for mounted charge builds under the current iteration of the rules. It is of paramount importance to a conversation about the viability of charge builds.
You can't use Mounted Skirmisher during a charge, sooo... not really.

I am pretty sure you can since you--the character--are not charging. Your mount is charging and the rider is benefiting from the charge. I refuse to invest the effort to find the errata, though.


Excaliburproxy wrote:
Ssalarn wrote:
Excaliburproxy wrote:
It is a pounce that any class can qualify for and is a must have for mounted charge builds under the current iteration of the rules. It is of paramount importance to a conversation about the viability of charge builds.
You can't use Mounted Skirmisher during a charge, sooo... not really.
I am pretty sure you can since you--the character--are not charging. Your mount is charging and the rider is benefiting from the charge. I refuse to invest the effort to find the errata, though.

They re-errata'd that errata. You are counted as charging again last I heard.

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