evilbob
Explorer
I've always had a problem with turning in D&D. First, it uses a weird and archaic mechanic that makes no sense and has nothing to do with the rest of the game. Second, I completely detest the idea of the undead simply "running away." There's very little to stop (non-mindless) undead from coming right back at you a minute later, and even mindless undead can return if commanded or at least they tend to pop up again soon enough as you continue to explore the rest of the area. (And since they are typically in an enclosed area, this happens a lot.) In the end, the cleric helps briefly by making a single encounter easier for one minute, which is good - but ultimately the efforts are more or less futile.
Furthermore, I was rather unhappy with the variant rule in the Complete Divine, which for one didn't seem really worth it (a will-based save against undead that does 1d6 damage/level means that most undead, with their very high will scores, will take an average of 1.25 damage per cleric level), and for two completely shafted any evil clerics by removing their ability to rebuke or command anything. Not to mention that it also ignored greater turning as well. So, overall, it fails.
In my musing to try to build a better undead-turning mousetrap, I've found three different schools of thought. Each has its merrits and its drawbacks. Please feel free to comment and question each one.
1. Turned Undead Don't Run
Turning undead functions as rebuking undead - that is, undead cower instead of fleeing. If the turning cleric attacks a turned undead within 10’, the turned undead overcomes the effect.
Advantages: Simple, easy, no new rules. Fixes the main problem, seemingly no overall balance issues.
Disadvantages: Does not fix the other problem of the turning mechanic. Arguably a slight boost to good clerics.
2. Turning Destroys Undead
Turning undead is a standard action that deals 1d6 damage/cleric level + Cha bonus (if positive) to all undead within 30’ of the cleric with line of effect. Affected undead get a Will save (DC 10 + cleric’s level + Cha modifier) for half damage. Evil clerics heal undead the same amount instead, or they may chose to have all undead that fail their will save cower for 1 minute. Undead with turn resistance subtract 3 x their resistance bonus from the total damage, or add half their turn resistance to their will save to avoid being affected by evil clerics. (Turn resistance does not apply to evil clerics healing them.) Incorporeal creatures do not get a 50% miss chance against this damage. Undead that are taken below zero hit points are destroyed. The Sun domain power Greater Turning does double damage (2d6/level + 2 x Cha bonus). If a good cleric has at least twice as many levels as an undead creature has hit dice and the undead creature fails its will save, it is destroyed. If the cleric is evil, it is commanded. Undead with turn resistance add this number to their effective level to determine if they are destroyed or commanded. Feats that increase a cleric’s effective turning level function normally, and increase both the save DC and the damage as appropriate for a higher level cleric. Feats that affect a cleric’s turning damage are applied to the damage, only. (Or, possibly: increase the range of the effect.)
Advantages: Better, simpler, and more comprehensive than the Complete Divine variant rule (at least in my opinion!). Fixes both major problems with turning (nothing runs and the system is much closer to the rest of D&D), while at the same time keeping the majority of the mechanic in tact (evil can still command, rebuke; greater turning does something).
Disadvantages: The will save DC is extremely hard to balance. 1/2 the cleric's level + Cha means that most undead will pass it, but the full cleric's level + Cha is a weird mechanic that is not used in most places. Evil clerics lose some ground to good clerics with this one, because they have more options but the ability to rebuke or command is less guarenteed. At the same time, evil undead clerics got a boost. Also, possibly a bit powerful when undead are destroyed at zero HP, as it gives the cleric another way to kill vampires. And lastly, there are a few feats that don't "translate" well to this system. Empowered Turning (CD) is one that isn't written well for this system and would require a rewrite. Others probably exist. The more that changes, the more it effects other material that would also need to be changed.
3. Turning is a Will Save
Turning undead is a standard action that affects all undead within 30’ of the cleric with line of effect. Affected undead must roll a Will save (DC 10 + cleric’s level + Cha modifier) or cower before the cleric for 1 minute. Undead with turn resistance may add half their turn resistance to their will save. Incorporeal creatures do not get a 50% miss chance against this effect. If a good cleric has at least twice as many levels as an undead creature has hit dice and the undead creature fails its will save, it is destroyed. If the cleric is evil, the undead creature is commanded. Undead with turn resistance add this number to their effective hit die as normal to avoid these effects. The Sun domain power Greater Turning adds 2 to the DC of the will save and all undead that fail their save are destroyed. Feats or abilities that affect a cleric's turn check instead raise the DC of the will save. Feats or abilities that affect a cleric's turning damage instead increase the range of the effect.
Advantages: Forgoes the direct damage for a mechanic extremely similar to the existing one for turning undead (or at least, extremely similar to option 1 above). Simple, comprehensive, fixes both major problems.
Disadvantages: All the disadvantages from option 1. Also requires a rewrite of the existing feats/abilities/etc. that affect turning. Still hard to balance the save DC.
Furthermore, I was rather unhappy with the variant rule in the Complete Divine, which for one didn't seem really worth it (a will-based save against undead that does 1d6 damage/level means that most undead, with their very high will scores, will take an average of 1.25 damage per cleric level), and for two completely shafted any evil clerics by removing their ability to rebuke or command anything. Not to mention that it also ignored greater turning as well. So, overall, it fails.
In my musing to try to build a better undead-turning mousetrap, I've found three different schools of thought. Each has its merrits and its drawbacks. Please feel free to comment and question each one.
1. Turned Undead Don't Run
Turning undead functions as rebuking undead - that is, undead cower instead of fleeing. If the turning cleric attacks a turned undead within 10’, the turned undead overcomes the effect.
Advantages: Simple, easy, no new rules. Fixes the main problem, seemingly no overall balance issues.
Disadvantages: Does not fix the other problem of the turning mechanic. Arguably a slight boost to good clerics.
2. Turning Destroys Undead
Turning undead is a standard action that deals 1d6 damage/cleric level + Cha bonus (if positive) to all undead within 30’ of the cleric with line of effect. Affected undead get a Will save (DC 10 + cleric’s level + Cha modifier) for half damage. Evil clerics heal undead the same amount instead, or they may chose to have all undead that fail their will save cower for 1 minute. Undead with turn resistance subtract 3 x their resistance bonus from the total damage, or add half their turn resistance to their will save to avoid being affected by evil clerics. (Turn resistance does not apply to evil clerics healing them.) Incorporeal creatures do not get a 50% miss chance against this damage. Undead that are taken below zero hit points are destroyed. The Sun domain power Greater Turning does double damage (2d6/level + 2 x Cha bonus). If a good cleric has at least twice as many levels as an undead creature has hit dice and the undead creature fails its will save, it is destroyed. If the cleric is evil, it is commanded. Undead with turn resistance add this number to their effective level to determine if they are destroyed or commanded. Feats that increase a cleric’s effective turning level function normally, and increase both the save DC and the damage as appropriate for a higher level cleric. Feats that affect a cleric’s turning damage are applied to the damage, only. (Or, possibly: increase the range of the effect.)
Advantages: Better, simpler, and more comprehensive than the Complete Divine variant rule (at least in my opinion!). Fixes both major problems with turning (nothing runs and the system is much closer to the rest of D&D), while at the same time keeping the majority of the mechanic in tact (evil can still command, rebuke; greater turning does something).
Disadvantages: The will save DC is extremely hard to balance. 1/2 the cleric's level + Cha means that most undead will pass it, but the full cleric's level + Cha is a weird mechanic that is not used in most places. Evil clerics lose some ground to good clerics with this one, because they have more options but the ability to rebuke or command is less guarenteed. At the same time, evil undead clerics got a boost. Also, possibly a bit powerful when undead are destroyed at zero HP, as it gives the cleric another way to kill vampires. And lastly, there are a few feats that don't "translate" well to this system. Empowered Turning (CD) is one that isn't written well for this system and would require a rewrite. Others probably exist. The more that changes, the more it effects other material that would also need to be changed.
3. Turning is a Will Save
Turning undead is a standard action that affects all undead within 30’ of the cleric with line of effect. Affected undead must roll a Will save (DC 10 + cleric’s level + Cha modifier) or cower before the cleric for 1 minute. Undead with turn resistance may add half their turn resistance to their will save. Incorporeal creatures do not get a 50% miss chance against this effect. If a good cleric has at least twice as many levels as an undead creature has hit dice and the undead creature fails its will save, it is destroyed. If the cleric is evil, the undead creature is commanded. Undead with turn resistance add this number to their effective hit die as normal to avoid these effects. The Sun domain power Greater Turning adds 2 to the DC of the will save and all undead that fail their save are destroyed. Feats or abilities that affect a cleric's turn check instead raise the DC of the will save. Feats or abilities that affect a cleric's turning damage instead increase the range of the effect.
Advantages: Forgoes the direct damage for a mechanic extremely similar to the existing one for turning undead (or at least, extremely similar to option 1 above). Simple, comprehensive, fixes both major problems.
Disadvantages: All the disadvantages from option 1. Also requires a rewrite of the existing feats/abilities/etc. that affect turning. Still hard to balance the save DC.