CDG and Fortification armor

I don't think that is correct. I think you may be reading to much into the term "negated".

I don't think I am, but neither do I think it's clear enough either way that it's possible to reach a consensus within the text :)

We need the Sage to comment, so one of us can rant about his opinion being worthless :)

Anyway, if I were running a 3.5 game, Fort. Armor would protect against Flaming Burst, but not Wounding.

-Hyp.
 

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Grog said:
A couple of questions about trying to CDG someone wearing Fortification armor:

1. Does the "automatic" critical from a CDG override Fortification armor's ability to negate criticals?

Toss my hat into the "no" camp.

Grog said:
2. If not, the victim (assumably) still takes normal damage from the attack. Does the victim still have to make the DC 10 + damage dealt Fort save or die?

I don't think it would be a problem to say yes. It's just not as hard to make the save, is all.

Grog said:
Or is this aspect of the CDG negated as well?

I wouldn't say so, but I wouldn't really have a problem is someone else said otherwise.
 


Bah, let him negate the critical and eat up the save nonetheless... Brings back fond 2nd edition memories where the level 10 fighter had to be executed 20 times till he was finally dead. :D
 

Darklone said:
Bah, let him negate the critical and eat up the save nonetheless... Brings back fond 2nd edition memories where the level 10 fighter had to be executed 20 times till he was finally dead. :D

Indeed :D

I think the best way to run it would be to have the Fortification armor negate the critical, but still require the Fort save vs. the normal damage. Thanks for the input, guys.
 

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