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General Tabletop Discussion
*Pathfinder & Starfinder
Alternative Turning Mechanic
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<blockquote data-quote="Kerrick" data-source="post: 1190692" data-attributes="member: 4722"><p>I think what we're missing here is opposed rolls. Let's say you have the Clr 4 (Cha 14). He cleric rolls 1d20+1/2 level+Cha mod, or 1d20+4; the specter rolls 1d20+7. The specter, therefore, has an 85% chance to beat the cleric, all things being equal. This is only slightly better than the official version, where the cleric would have to roll a 19+ (IOW, a 10% chance). </p><p></p><p>The 5th-level vampire gains +8 (+4 Will and +4 TR); the vampire has a 25% chance to beat the cleric (which would only be 10% without the TR). This makes a lot more sense; ordinarily, the vampire would be unturnable by the cleric, due to its TR. </p><p></p><p>But, you say, opposed rolls make for a lot more dice rolling. True... so, you could simply implement the "group roll" - if you have a group of undead, make a single roll for all in the area of effect, then apply the turning damage to those undead. The others are assumed to be unaffected. In mixed groups, the same theory applies (except see below).</p><p></p><p>I'd also like to suggest that with groups with a leader (say, a vampire leading a pack of ghouls), the lesser undead are affected ONLY if the leader is. Or, if you don't like that, you could grant the leader's TR as a bonus to the lesser undead's Will saves. So, let's say you have the 5th-level vampire from the book, leading a pack of 10 ghouls. The party's cleric (5th level, Cha 15), makes a turn check. The vampire makes a Will save (+8 to the roll). The ghouls (if you use the second alternative) gain a +4 to their roll, as they are bolstered by the vampire's presence. </p><p></p><p>Note that I came up with this after running the numbers on the other systems presented in this thread, so I don't know if it consistently would work in practice. It does seem to be more flexible than the existing system, though, and it allows for effects like bane, unhallow, and sinks of evil.</p></blockquote><p></p>
[QUOTE="Kerrick, post: 1190692, member: 4722"] I think what we're missing here is opposed rolls. Let's say you have the Clr 4 (Cha 14). He cleric rolls 1d20+1/2 level+Cha mod, or 1d20+4; the specter rolls 1d20+7. The specter, therefore, has an 85% chance to beat the cleric, all things being equal. This is only slightly better than the official version, where the cleric would have to roll a 19+ (IOW, a 10% chance). The 5th-level vampire gains +8 (+4 Will and +4 TR); the vampire has a 25% chance to beat the cleric (which would only be 10% without the TR). This makes a lot more sense; ordinarily, the vampire would be unturnable by the cleric, due to its TR. But, you say, opposed rolls make for a lot more dice rolling. True... so, you could simply implement the "group roll" - if you have a group of undead, make a single roll for all in the area of effect, then apply the turning damage to those undead. The others are assumed to be unaffected. In mixed groups, the same theory applies (except see below). I'd also like to suggest that with groups with a leader (say, a vampire leading a pack of ghouls), the lesser undead are affected ONLY if the leader is. Or, if you don't like that, you could grant the leader's TR as a bonus to the lesser undead's Will saves. So, let's say you have the 5th-level vampire from the book, leading a pack of 10 ghouls. The party's cleric (5th level, Cha 15), makes a turn check. The vampire makes a Will save (+8 to the roll). The ghouls (if you use the second alternative) gain a +4 to their roll, as they are bolstered by the vampire's presence. Note that I came up with this after running the numbers on the other systems presented in this thread, so I don't know if it consistently would work in practice. It does seem to be more flexible than the existing system, though, and it allows for effects like bane, unhallow, and sinks of evil. [/QUOTE]
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