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Community
General Tabletop Discussion
*Pathfinder & Starfinder
Alternate turning rules?
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<blockquote data-quote="SteelDraco" data-source="post: 1059660" data-attributes="member: 359"><p>Damage is another option I've considered. While I think I'd consider it as a feat, I'm not sure how much I like it as the basic mechanic. It gets the point across, sure, but I don't think it's terribly flavorful or interesting. I do like the idea of a turned creature being temporarily stunned, however.</p><p></p><p></p><p>I'll do that.</p><p></p><p>Hrm. Your stun idea made me realize that there are quite a few conditions that might be appropriate, depending on how well the cleric's ability compares with the affected critter. That led me to an idea. Another thing that might work is a table of different effects, based on how well the cleric rolls. Say, 1d20+cleric level+Cha modifier, minus the undead's effective hit dice (HD + turn resistance). The really powerful stuff (lots of divine damage, outright destruction, etc) would be at the top of the chart. Lower stuff might be fear conditions, small amounts of damage, penalties to actions, etc. A high-level priest could be sure to blow piddly undead out of the water, while mid-level critters would be seriously affected, and creatures of comparable level would have penalties. Creatures significantly more powerful than the cleric might be affected with minor conditions, or perhaps even not at all if the cleric rolls poorly.</p><p></p><p></p><p>I'd tend to agree with that. I've considered fiddling with the domains so that each grants a different use of the channeled divine energy, and only certain ones grant a normal cleric's Turn Undead ability. Some might grant skill bonuses, attack bonuses, or the ability to turn or command other things. The Magic domain might grant Spell Power +2 for a few rounds, while Animal lets you command natural critters.</p></blockquote><p></p>
[QUOTE="SteelDraco, post: 1059660, member: 359"] Damage is another option I've considered. While I think I'd consider it as a feat, I'm not sure how much I like it as the basic mechanic. It gets the point across, sure, but I don't think it's terribly flavorful or interesting. I do like the idea of a turned creature being temporarily stunned, however. I'll do that. Hrm. Your stun idea made me realize that there are quite a few conditions that might be appropriate, depending on how well the cleric's ability compares with the affected critter. That led me to an idea. Another thing that might work is a table of different effects, based on how well the cleric rolls. Say, 1d20+cleric level+Cha modifier, minus the undead's effective hit dice (HD + turn resistance). The really powerful stuff (lots of divine damage, outright destruction, etc) would be at the top of the chart. Lower stuff might be fear conditions, small amounts of damage, penalties to actions, etc. A high-level priest could be sure to blow piddly undead out of the water, while mid-level critters would be seriously affected, and creatures of comparable level would have penalties. Creatures significantly more powerful than the cleric might be affected with minor conditions, or perhaps even not at all if the cleric rolls poorly. I'd tend to agree with that. I've considered fiddling with the domains so that each grants a different use of the channeled divine energy, and only certain ones grant a normal cleric's Turn Undead ability. Some might grant skill bonuses, attack bonuses, or the ability to turn or command other things. The Magic domain might grant Spell Power +2 for a few rounds, while Animal lets you command natural critters. [/QUOTE]
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Alternate turning rules?
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