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General Tabletop Discussion
*Pathfinder & Starfinder
Alternative Turning Mechanic
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<blockquote data-quote="Grayhawk" data-source="post: 1190263" data-attributes="member: 11288"><p>More important than making it easier on the DM, putting the roll in the hands of the cleric's player will make him feel more like <em>he's</em> the one doing the turning. And a big (fun) part of the game is having the players roll dice to determine the outcome of their actions.</p><p></p><p>And this would be equal to a turning check by the cleric of d20 + 1/2 Cleric Level + Cha mod vs a DC of undead's will save + 10?</p><p></p><p>I see what you mean, but the opposite argument could be made as well: 'Your previous turning attempt failed to affect any of the undead, but this time all the skeletons within your AoE are turned. The Ghouls though, keep advancing.' I guess this is more a questuion of personal preference (as long as the turning is balanced in some other way).</p><p></p><p>I'm not sure this is limited enough. If you use the formula of d20 + 1/2 Cleric Level + Cha mod vs a DC of undead's will save + 10, a 2nd level cleric with a Cha of 14 will turn a Spectre on a roll of 14. With standard 3e rules he would only have been able to turn HD 4 creatures with that roll. </p><p></p><p>When paging through the MM other oddities stand out. Like vampires. The sample vampire (5th level human fighter) with a CR of 7 would be turned by the above 2nd level cleric on a roll of 11, while the CR 4 vampire spawn would require a roll of 14, due to his better will save and the +2 turn resistance.</p><p></p><p>Not sure if this can be easily fixed, though. Maybe going through the various undead and applying/removing turn resistance based on how their will save compares to their CR. </p><p></p><p>I think something can be worked out that includes both HD and will save, as I like the thought about the will save influencing how hard it is to turn a given undead, but having the HD decide whether it's too tough to be turned at all.</p><p></p><p>I still feel that having the highest affected HD be equal to cleric level + cha bonus might work.</p></blockquote><p></p>
[QUOTE="Grayhawk, post: 1190263, member: 11288"] More important than making it easier on the DM, putting the roll in the hands of the cleric's player will make him feel more like [i]he's[/i] the one doing the turning. And a big (fun) part of the game is having the players roll dice to determine the outcome of their actions. And this would be equal to a turning check by the cleric of d20 + 1/2 Cleric Level + Cha mod vs a DC of undead's will save + 10? I see what you mean, but the opposite argument could be made as well: 'Your previous turning attempt failed to affect any of the undead, but this time all the skeletons within your AoE are turned. The Ghouls though, keep advancing.' I guess this is more a questuion of personal preference (as long as the turning is balanced in some other way). I'm not sure this is limited enough. If you use the formula of d20 + 1/2 Cleric Level + Cha mod vs a DC of undead's will save + 10, a 2nd level cleric with a Cha of 14 will turn a Spectre on a roll of 14. With standard 3e rules he would only have been able to turn HD 4 creatures with that roll. When paging through the MM other oddities stand out. Like vampires. The sample vampire (5th level human fighter) with a CR of 7 would be turned by the above 2nd level cleric on a roll of 11, while the CR 4 vampire spawn would require a roll of 14, due to his better will save and the +2 turn resistance. Not sure if this can be easily fixed, though. Maybe going through the various undead and applying/removing turn resistance based on how their will save compares to their CR. I think something can be worked out that includes both HD and will save, as I like the thought about the will save influencing how hard it is to turn a given undead, but having the HD decide whether it's too tough to be turned at all. I still feel that having the highest affected HD be equal to cleric level + cha bonus might work. [/QUOTE]
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