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Alternative Turning Mechanic
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<blockquote data-quote="Yair" data-source="post: 1190023" data-attributes="member: 10913"><p>While I agree in principle it may be easier on the DM, I don't mind either way really. </p><p></p><p></p><p>Me too, but I think Plane Sailing has it right at 10 + 1/2 Cleric Level + Cha mod. If you just add Cha, the DC becomes too high.</p><p></p><p></p><p>Hmm... it's simpler, but as ichabold noted the distribution of undead is unknown...</p><p></p><p></p><p>A single roll is always nicer than multiple rolls, but this is problematic. Given that most encounters with undead (in my campaigns, anyhow) will include several undead of the same type and/or a single powerful undead, this would mean that the cleric will turn everyone (except possibly the powerful one), or will fail to turn them all. </p><p>I want the cleric to be able to turn SOME of the skeletons... but not an army of skeletons... (ok, that's an exaggeration, but you get my drift)</p><p></p><p></p><p>Yes. Otherwise, its unbalanced.</p><p>Currently the limit to how strong is simply the save DC, and the suggested limits to how many are affected are either the area (with a cone) or the range + stop-as-soon-as-one-makes-the-save mechanic.</p><p>You and others suggested limiting the affected HD, but...</p><p></p><p></p><p>I think so. Suprisingly, HD of undead are far less related to their CR than the Will save is. The result is that tying turning to HD will invariably have vary varied effects on the number of undead turned, as some equal-CR undead will have different HD. </p><p>I prefer to keep the number of turned undead tied more closely to their CR. This is why I like both of the above methods. YMMV.</p><p></p><p>Yair</p></blockquote><p></p>
[QUOTE="Yair, post: 1190023, member: 10913"] While I agree in principle it may be easier on the DM, I don't mind either way really. Me too, but I think Plane Sailing has it right at 10 + 1/2 Cleric Level + Cha mod. If you just add Cha, the DC becomes too high. Hmm... it's simpler, but as ichabold noted the distribution of undead is unknown... A single roll is always nicer than multiple rolls, but this is problematic. Given that most encounters with undead (in my campaigns, anyhow) will include several undead of the same type and/or a single powerful undead, this would mean that the cleric will turn everyone (except possibly the powerful one), or will fail to turn them all. I want the cleric to be able to turn SOME of the skeletons... but not an army of skeletons... (ok, that's an exaggeration, but you get my drift) Yes. Otherwise, its unbalanced. Currently the limit to how strong is simply the save DC, and the suggested limits to how many are affected are either the area (with a cone) or the range + stop-as-soon-as-one-makes-the-save mechanic. You and others suggested limiting the affected HD, but... I think so. Suprisingly, HD of undead are far less related to their CR than the Will save is. The result is that tying turning to HD will invariably have vary varied effects on the number of undead turned, as some equal-CR undead will have different HD. I prefer to keep the number of turned undead tied more closely to their CR. This is why I like both of the above methods. YMMV. Yair [/QUOTE]
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