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<blockquote data-quote="Psion" data-source="post: 2277734" data-attributes="member: 172"><p>I don't see wht not.</p><p></p><p></p><p></p><p>You do that, you are punishing them for having good saves, and will get some strange results.</p><p></p><p>Here's the thing you need to understand about the way I arranged the chart: it is based on the character's roll on the dice <strong>on the same roll as the saving throw, without modifiers</strong>. This means that the character will only get a 20 result if they FAIL THE SAVE rolling a 20; this will happen only if they have poor fortitude saves with respect to how much damage they took.</p><p></p><p>If you invert the chart, all of the sudden you make it possible to hack off limbs by nicking an already weak character with a dagger.</p><p></p><p>For example, lets say you trigger the save with 10 points of damage and only have +5 fort save. The save is DC 15. You will never have an injury table result of over 9 in this circumstance; on any roll of 10 or higher, you will have made the save and thus never be referred to the table. On the other hand, if your character takes 20 points of damage, the save is 20 and you could potentially get a result on the chart of 14, but no higher. You see, arranging it this way makes it so that:</p><p></p><p>- You need large amounts of damage to inflict grevious injuries, and</p><p>- you need MORE damage to inflict the worst results on big creatures like Great Wyrm Dragons with high fort saves.</p><p></p><p>If you invert the table, all of a sudden you can lop off limbs of huge creatures with miniscule amounts of damage just because they fail a save.</p><p></p><p></p><p></p><p>It's not instead of. The half-damage trigger is not intended as a replacement for massive damage, but you could use it that way if you want. I was presuming that both rolls apply. If you take 50 points of damage in one blow and have less than 100 hp, you would have to make two fortitude saves, the way I was running it.</p></blockquote><p></p>
[QUOTE="Psion, post: 2277734, member: 172"] I don't see wht not. You do that, you are punishing them for having good saves, and will get some strange results. Here's the thing you need to understand about the way I arranged the chart: it is based on the character's roll on the dice [b]on the same roll as the saving throw, without modifiers[/b]. This means that the character will only get a 20 result if they FAIL THE SAVE rolling a 20; this will happen only if they have poor fortitude saves with respect to how much damage they took. If you invert the chart, all of the sudden you make it possible to hack off limbs by nicking an already weak character with a dagger. For example, lets say you trigger the save with 10 points of damage and only have +5 fort save. The save is DC 15. You will never have an injury table result of over 9 in this circumstance; on any roll of 10 or higher, you will have made the save and thus never be referred to the table. On the other hand, if your character takes 20 points of damage, the save is 20 and you could potentially get a result on the chart of 14, but no higher. You see, arranging it this way makes it so that: - You need large amounts of damage to inflict grevious injuries, and - you need MORE damage to inflict the worst results on big creatures like Great Wyrm Dragons with high fort saves. If you invert the table, all of a sudden you can lop off limbs of huge creatures with miniscule amounts of damage just because they fail a save. It's not instead of. The half-damage trigger is not intended as a replacement for massive damage, but you could use it that way if you want. I was presuming that both rolls apply. If you take 50 points of damage in one blow and have less than 100 hp, you would have to make two fortitude saves, the way I was running it. [/QUOTE]
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