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[3.75] Fixing things: turning
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<blockquote data-quote="brehobit" data-source="post: 3311686" data-attributes="member: 12032"><p>OK, </p><p>There are a bunch of rules that people think are needlessly complex or otherwise in need of change. So let's assume a 3.75 rule-set which fixes those. What changes should be made?</p><p></p><p>(I think this belongs in rules rather than house rules, but if the mods disagree, I understand.)</p><p></p><p>I've thought about turning for a bit, and I don't see any nice solutions. I think that turning should:</p><p>* Kill off relatively weak undead</p><p>* Keep at bay stronger undead</p><p>* Should have little, if any, chance of killing undead who generally have a CR at or over the cleric's level. (So powerful undead shouldn't die to a single attack).</p><p>* Have a fairly clean mechanic.</p><p></p><p>The old 1st edition turning rules did a nice job with this. One big table of craziness, one shot per encounter, but it really did seem to work nicely. Really weak undead died (sometimes in mass quantities), but powerful undead were very hard to turn at all (but you generally had a chance!). Demons and Devils hit the high end of what you could turn (which I liked).</p><p></p><p>3rd edition I don't mind so much, but people seem to want a cleaner mechanic. I've tried to come up with a few solutions, but any 'd20' based thing (without a table) hasn't worked for me. </p><p></p><p>I've gotten to something like </p><p style="margin-left: 20px">Undead makes a will save vs. cleric level+CHR+10. Failure means turned, and can turn up to your level+CHR*2 HD at once. Undead with HD less than half your level are destroyed. </p><p></p><p>I don't like it, because the undead are doing the rolling, rather than the PC and the number of HD feals like it should be somewhat random. Plus, on a good roll, a skeliton will ignore a 12th level cleric. At at high levels, even powerful undead will likely fail the roll. Finally, a 12 HD zombie is more powerful here than a vampire. CR is one option, but I _hate_ mechanics that use CR.</p><p></p><p>Thoughts?</p><p></p><p>Mark</p></blockquote><p></p>
[QUOTE="brehobit, post: 3311686, member: 12032"] OK, There are a bunch of rules that people think are needlessly complex or otherwise in need of change. So let's assume a 3.75 rule-set which fixes those. What changes should be made? (I think this belongs in rules rather than house rules, but if the mods disagree, I understand.) I've thought about turning for a bit, and I don't see any nice solutions. I think that turning should: * Kill off relatively weak undead * Keep at bay stronger undead * Should have little, if any, chance of killing undead who generally have a CR at or over the cleric's level. (So powerful undead shouldn't die to a single attack). * Have a fairly clean mechanic. The old 1st edition turning rules did a nice job with this. One big table of craziness, one shot per encounter, but it really did seem to work nicely. Really weak undead died (sometimes in mass quantities), but powerful undead were very hard to turn at all (but you generally had a chance!). Demons and Devils hit the high end of what you could turn (which I liked). 3rd edition I don't mind so much, but people seem to want a cleaner mechanic. I've tried to come up with a few solutions, but any 'd20' based thing (without a table) hasn't worked for me. I've gotten to something like [INDENT]Undead makes a will save vs. cleric level+CHR+10. Failure means turned, and can turn up to your level+CHR*2 HD at once. Undead with HD less than half your level are destroyed. [/INDENT] I don't like it, because the undead are doing the rolling, rather than the PC and the number of HD feals like it should be somewhat random. Plus, on a good roll, a skeliton will ignore a 12th level cleric. At at high levels, even powerful undead will likely fail the roll. Finally, a 12 HD zombie is more powerful here than a vampire. CR is one option, but I _hate_ mechanics that use CR. Thoughts? Mark [/QUOTE]
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[3.75] Fixing things: turning
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