• NOW LIVE! Into the Woods--new character species, eerie monsters, and haunting villains to populate the woodlands of your D&D games.

Alternative Turning Mechanic

Well, speaking on behalf of my evil clerics, there is nothing wrong with "unholy"... :D
But I agree, a 60' with no HD limit is too powerful.

also,
Orignally Posted by seasong
These new rules for turning are more powerful. There is no limit on how many HD of creatures can be turned, nor any limits on how big a bad guy can be taken down by a roll of '1'.
:eek: I thought a '1'=autofail only applies to attack rolls?
But even if I'm right, these rules definitely allows the clerics to turn far more powerful adversaries than the core rules.
 

log in or register to remove this ad

I thought a '1'=autofail only applies to attack rolls?

In 3rd edition, this was true.

However, Andy Collins thought it would be a really great idea to introduce Auto-failure on a 1 to saves. This is now a 3.5 rule.

I pretty much assume that this will not be implmented for this Turning Check, however.

In any case, how is a 60 feet burst that big of a deal? Remember, it's centered on you, so it's not like it's going to be of any use against an Undead Army or anything.

-Frank
 

60 ft forward is nasty enough - that's enough to coat most of a small mansion full of undead. The effect on an undead army if you somehow get in the center is just an added bonus.

Heck, if every student in my old college dormitory were to turn into a zombie, a cleric standing just outside could have hit them all with this.

60 ft is a pretty nice spread - that's why fireball is only 20 ft.
 

Yair said:
*snip*Clearly, the cleric now has a reasonable chance of turning creatures that actually pose a difficulty to him. *snip*

I was using the 3.0 rules so thats where I went wrong. Looking at you explain it all it looks good. Plus the Nightshades description says that they are extra tuff.
 

Turning doesn't go through full cover. A zombie can protect itself just by being behind a door.

So the Cleric outside your dormitory would get zero zombies.

-Frank
 

I was attempting to explain how large an area that is. An area that can encompass entire houses and dormitories ain't small.

Here's the zero sum version:

Undead have cover
- old turning: limited by HD and cover, range n/a
- new turning, 30 ft cone/10 ft burst: range n/a
- new turning, 60 ft burst: range n/a
Undead don't have cover
- old turning: limited by HD, range limited by HD
- new turning, 30 ft cone/10 ft burst: on average, as good as old
- new turning, 60 ft burst: yeeeeeeeHAW!

For an example that isn't theoretical:

In the campaign I'm running right now, there was a small war between the PCs (defending the Nekromanteia, a holy site) and a smallish (less than 600) tribe of orcs. The PCs filled the area with fog, dug trenches, and put skeletons in those trenches to grapple the orcs. Two fly-enabled clerics, once the orcs knew what was up, could negate a reasonable number of those undead, although the orcs would still have to fight their way through.

One fly-enabled cleric, with one use of this new turning at 60 ft, could clear the battlefield of all but a small handful of skeletons.

More powerful. That simple.

-seasong
 

How many skeletons did the PCs have?

Because as I'm figuring it, the enemies dropped two 3rd level spells just to get the flying happening.

That kind of outlay could have been a couple of Hell Hounds or Celestial Hippogriffs on the inside - and that would have toasted a pretty large number of Skeletons.

If people can recieve Fly they are about 5th level and can probably destroy Skeletons every time - every single turning attempt being like 12-14 destroyed skeletons (depending upon Charisma).

Meanwhile this new version actually allows the Skeletons a save - and they only die if they fail by 10 or more. They are only going to do that about one time in four. So with one attempt they could kill 1/4 of them, and turn half of them. In this one extremely specialized circumstance where the new Turning is perfectly suited the Cleric would destroy more Skeletons if there were more than fifty of them to begin with.

Again I ask: how many skeletons did these guys have? I'm unaware of any easy method to get more than fifty skeletons. And seventh level spells sure don't count, because at that point we could simply fly up to the point where we could drop a Cone straight down and cover the battlefield anyway.

-Frank
 

FrankTrollman said:
How many skeletons did the PCs have?
260.
That kind of outlay could have been a couple of Hell Hounds or Celestial Hippogriffs on the inside - and that would have toasted a pretty large number of Skeletons.
A hell hound isn't even as good as one turning attempt.

Hell hound (BAB +4 vs AC 15; hits 50% of the time; 1 attack is 1 dead skeleton; kills 1 skeleton every other round) (breath weapon can hit ~5 skeletons, on average every 5 rounds; 1 in 4 or 5 will survive due to low damage + save)

Skeletons (BAB +1 vs AC 16; hits 25% of the time; damage averages to 1.125 per attack).

It will take the skeletons 19.5 attacks to kill the hell hound. That's 5 rounds with only 4 skeletons per round attacking. The hell hound will manage to kill 6 skeletons in that time. If more skeletons focus on the hell hound, it will kill fewer of them before it goes down.

The orc clerics could not have summoned a celestial hippogriff due to alignment issues, but it has worse stats anyway.
If people can recieve Fly they are about 5th level and can probably destroy Skeletons every time - every single turning attempt being like 12-14 destroyed skeletons (depending upon Charisma).
It was somewhere around 100+ skeletons. I had given the clerics 14 Charisma, so that sounds about right (10-12 per turning, 5 turnings each). Like I said, a sizable chunk.
Meanwhile this new version actually allows the Skeletons a save - and they only die if they fail by 10 or more. They are only going to do that about one time in four. So with one attempt they could kill 1/4 of them, and turn half of them. In this one extremely specialized circumstance where the new Turning is perfectly suited the Cleric would destroy more Skeletons if there were more than fifty of them to begin with.
Hm, I didn't apply math earlier, and I mistated something, so here we go:

DC 10 + 2 (1/2 lvl) + 2 (Charisma) = 14.
Skeleton will save = +2.
Skeletons fail on an 11. Are destroyed on a 1.

Old turning: as you say, 12-14 destroyed skeletons in one Turning.
New turning, 60 ft burst: 13 destroyed skeletons and 140 turned skeletons in one Turning.

In situations of fewer skeletons (you need less than 24 before the numbers start evening out), a smaller area will suffice.
Again I ask: how many skeletons did these guys have? I'm unaware of any easy method to get more than fifty skeletons.
Are you familiar with animate dead? It is a lovely spell.

I think what you meant was that you are unaware of any way to get those skeletons in a very, very short time span. Which is true - the skeletons were built up over a long period of time, as part of the local defenses. Which is irrelevant to how each turning stacks up.
And seventh level spells sure don't count, because at that point we could simply fly up to the point where we could drop a Cone straight down and cover the battlefield anyway.
Oh, absolutely. The highest level spells in this fight were 3rd level, and there was only one wizard involved (and he had to conserve spells).
 

Well, looks like I've been missing some interesting things. First, let me say that no system is perfect - there will always be a situation where someone (the monsters or the players) will be able to exploit the ruels to their end. Most monsters and villains build their lairs specifically to work toward their strengths and make it harder for intruders to "get the drop" on them. Hence, my qualification of "all things being equal" in my posts. I'm just trying to come up with a system that works in most circumstances. :)

That being said, I could see dropping the turning area to, say, a 30-foot radius burst. That's still a fair amount of area, and if you apply the turning damage (which, as someone pointed out, we've all forgotten about), then it evens things out a bit - no more turning everything in sight. I really like the 5 ft./level idea, but this definitely requires a turning damage roll.

If we DO apply turning damage, it severely limits the amount of undead a cleric can turn, irregardless of the area of effect. I'm leaning toward Frank's suggestion of "if it fails by 10 or more, it's destroyed" rather than the "if it's less than half the cleric's HD, it's destroyed" - I can't see a 2nd-level cleric destroying skeletons. With the "auto-fail on a 1" thing, even the big bad undead run the chance of being destroyed (the cleric's god was smiling on him at an opportune time).

And since iI got sidetracked in the middle of this post with more important matters and forgot what I was doing, I'll finish it here and let you guys digest this. :)
 

Are you familiar with animate dead? It is a lovely spell.

I sure am. The most skeletons you can ever control is twice your level (in 3rd edition, four times in 3.5). So with 260 skeletons, the PCs had a total of 130 caster levels of people able to cast Animate Dead on their team (or 65 caster levels in 3.5).

I consider such an event to be a trivial edge case at best.

-Frank
 

Into the Woods

Remove ads

Top