evilbob
Adventurer
I know I've seen threads on this and even asked it before, but:
Destroy Undead is a character option / variant rule listed in Complete Divine and I'm pretty sure some other books as well. It replaces the normal turn undead, and basically functions as follows: turning is damage instead of an effect; 30' burst centered on caster; d6 damage per cleric level; will save for half DC 10 + cleric level + cha mod.
The first problem is turn resistance: this just subtracts one point of damage per point of resistance. That really makes no sense; this does almost nothing. The other issue is that it doesn't cover what to do for greater turning, which normally destroys undead instead of turning them.
Turn resistance aside, what suggestions do folks have for ruling on greater turning? At first I thought, "simple: double damage." But that can get out of control pretty quickly. Sure, that means you're pretty much going to destroy any undead you turn - but it also means at higher levels you're pretty much going to destroy ANY undead you ATTEMPT to turn if your character is the least bit optimized for turning undead. It also means that the higher your level, the greater the disparity between regular turns and greater turns (1d6 vs. 2d6 is ok, but 10d6 vs. 20d6 is crazy).
The spirit of "greater turn" is that it is extra lethal against undead you are able to turn. However, it doesn't help you turn them, and if you can't turn something, it's just as worthless as a regular turn. Can anyone think of a good way to keep the same spirit of greater undead without getting into crazy amounts of turn damage that effectively make it extremely powerful regardless of your turning ability? Or is this really pretty fair and I'm just misjudging it? (Or can anyone find some of those old threads and link to them?) Assistance appreciated.
Destroy Undead is a character option / variant rule listed in Complete Divine and I'm pretty sure some other books as well. It replaces the normal turn undead, and basically functions as follows: turning is damage instead of an effect; 30' burst centered on caster; d6 damage per cleric level; will save for half DC 10 + cleric level + cha mod.
The first problem is turn resistance: this just subtracts one point of damage per point of resistance. That really makes no sense; this does almost nothing. The other issue is that it doesn't cover what to do for greater turning, which normally destroys undead instead of turning them.
Turn resistance aside, what suggestions do folks have for ruling on greater turning? At first I thought, "simple: double damage." But that can get out of control pretty quickly. Sure, that means you're pretty much going to destroy any undead you turn - but it also means at higher levels you're pretty much going to destroy ANY undead you ATTEMPT to turn if your character is the least bit optimized for turning undead. It also means that the higher your level, the greater the disparity between regular turns and greater turns (1d6 vs. 2d6 is ok, but 10d6 vs. 20d6 is crazy).
The spirit of "greater turn" is that it is extra lethal against undead you are able to turn. However, it doesn't help you turn them, and if you can't turn something, it's just as worthless as a regular turn. Can anyone think of a good way to keep the same spirit of greater undead without getting into crazy amounts of turn damage that effectively make it extremely powerful regardless of your turning ability? Or is this really pretty fair and I'm just misjudging it? (Or can anyone find some of those old threads and link to them?) Assistance appreciated.