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*Pathfinder & Starfinder
Alternative Turning Mechanic
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<blockquote data-quote="Yair" data-source="post: 1191287" data-attributes="member: 10913"><p>True, true.</p><p></p><p></p><p>Yes, but this check is kind of wierd. Not "d20ish".</p><p></p><p></p><p>Yes... I suppose it is.</p><p></p><p></p><p>Good points. I have to agree the cleric's powers do seem to stray too high too quickly.</p><p></p><p></p><p>No. That would require too much work <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /> </p><p>We could base the DC on the CR, but this would not be very "d20ish" and will undermine the "beuty" of the mechanic.</p><p>Ponders...</p><p></p><p></p><p>Well, let's take a look than, shall we? Taking a post from another thread,</p><p></p><p></p><p></p><p>Using Clr lvl + cha bonus as maximum HD would mean that a cleric with level equal to the monster's CR could not turn it in many cases. (To be precise, assuming +4 Cha bonus, these are the Zombie (gray render, minotaur), wraith (dread), ulgarstasta, skeletaon (ettin), ragewind, quth-maren, nightwing, nightwalker, nightcrawler, mhorg, jahi, grave crawler, famine spirit, effigy, death bringer, crawling head, corpse gatherer, banshee, abyssal ghoul). Having a lower Cha will just make this worse.</p><p>In fact, except at low-levels where the differences are still small, this is basically the problem of CR going up as HD/2, whereas level=CR. I suggest using cleric level x 2 + cha mod might work better, but I have to go to work, so I can't check this out right now. Later <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> </p><p>Now, this counts the TR as HD, which is not quite what we have suggested. But if turning is to be maxed at a certain HD, that actually makes sense. And I ain't got time to make the table myself <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p></blockquote><p></p>
[QUOTE="Yair, post: 1191287, member: 10913"] True, true. Yes, but this check is kind of wierd. Not "d20ish". Yes... I suppose it is. Good points. I have to agree the cleric's powers do seem to stray too high too quickly. No. That would require too much work :D We could base the DC on the CR, but this would not be very "d20ish" and will undermine the "beuty" of the mechanic. Ponders... Well, let's take a look than, shall we? Taking a post from another thread, Using Clr lvl + cha bonus as maximum HD would mean that a cleric with level equal to the monster's CR could not turn it in many cases. (To be precise, assuming +4 Cha bonus, these are the Zombie (gray render, minotaur), wraith (dread), ulgarstasta, skeletaon (ettin), ragewind, quth-maren, nightwing, nightwalker, nightcrawler, mhorg, jahi, grave crawler, famine spirit, effigy, death bringer, crawling head, corpse gatherer, banshee, abyssal ghoul). Having a lower Cha will just make this worse. In fact, except at low-levels where the differences are still small, this is basically the problem of CR going up as HD/2, whereas level=CR. I suggest using cleric level x 2 + cha mod might work better, but I have to go to work, so I can't check this out right now. Later :) Now, this counts the TR as HD, which is not quite what we have suggested. But if turning is to be maxed at a certain HD, that actually makes sense. And I ain't got time to make the table myself :D [/QUOTE]
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