
Originally Posted by
Derailment
No sir, its actually me explaining mechanics behind it, while some others change wordings to fit their opinion. I'm arguing to help people understand rules better.
Basic case:
1. You make attacking roll
2. If you hit, you deal normal damage.
Critical case:
1. You rolled 20 on attack
2. By critical rules, you make another roll to confirm
3. If you confirm, you deal critical damage (if not, it's still autohit)
Fortification case: this is toughest of all.
1. You rolled 20 on attack
<- 100% fortification negates critical hit and critical damage
2. No critical, so rules does not grant you confirm roll anymore.
3. You deal normal damage (autohit)
Vorpal case is easy after that:
1. You rolled 20 on attack
2. By critical rules, you make another roll to confirm
3a. If you confirm, you deal critical damage (if not, it's still autohit)
3b. If you confirm, you vorpal enemy. It uses same confirm roll.
Combining Vorpal and Fortification
1. You rolled 20 on attack
<- 100% fortification negates critical hit and critical damage
2. No critical, so rules does not grant you confirm roll anymore.
3a. You deal normal damage (autohit)
3b. Vorpal doesn't trigger, there wasn't successful confirmation roll.
And just to illustrate, that all vorpals are crits, but not all crits are vorpals:
1. You rolled 19 on attack with 19-20 weapon
2. By critical rules, you make another roll to confirm
3a. If you confirm, you deal critical damage (if not, it's still autohit)
3b. Vorpal doesn't trigger, it's not 20 roll