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Alternative Turning Mechanic
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<blockquote data-quote="FrankTrollman" data-source="post: 1196727" data-attributes="member: 14225"><p>Remember that a CR 20 Undead creature is usually going to have a Will Save between +17 and +25 <em>because it has 32 or more hit dice</em>.</p><p></p><p>Using 3.r stuff whenever possible, here's the pre-packaged Undead (using total Hit Dice + Turn Resistance):</p><p></p><p>Creature CR/Hit Dice/Will Save</p><p>Abyssal Ghoul 10/16/+12</p><p>Allip 3/6/+4</p><p>Banshee 17/26/+19</p><p>Bhut 9/8/+5</p><p>Blood Fiend 14/18/+13</p><p>Bodak 8/9/+7</p><p>Bone Naga 11/15/+11</p><p>Corpse Gatherer 19/30/+17</p><p>Crawling Head 20/28/+20</p><p>Crimson Death 11/13/+10</p><p>Deathbringer 17/30/+19</p><p>Devourer 11/12/+11</p><p>Effigy 17/27/+20</p><p>Famine Spirit 19/32/+20</p><p>Ghast 3/6/+6</p><p>Ghoul 1/4/+5</p><p>Gravecrawler 16/31/+16</p><p>Hullathoin 15/16/+13</p><p>Jahi 16/25/+18</p><p>Mohrg 8/14/+9</p><p>Mummy 5/8/+8</p><p>Nightcrawler 18/25/+23</p><p>Nightwalker 16/21/+19</p><p>Nightwing 14/17/+17</p><p>Quth-Maren 7/12/+9</p><p>Ragewind 19/31/+18</p><p>Shadow 3/5/+4</p><p>Skeleton (Wolf) 1/2/+3</p><p>Skeleton (Owlbear) 2/5/+4</p><p>Skeleton (Troll) 3/6/+5</p><p>Skeleton (Chimerae) 4/9/+6</p><p>Skeleton (Ettin) 5/10/+7</p><p>Spawn of Kyuss 5/6/+4</p><p>Spectre 7/9/+7</p><p>Ulgarstasta 11/17/+13</p><p>Vampire Spawn 4/6/+5</p><p>Wight 3/4/+5</p><p>Wraith 5/7/+6</p><p>Wraith (Dread) 11/16/+14</p><p>Zombie (Troglodyte) 1/4/+4</p><p>Zombie (Bugbear) 2/6/+5</p><p>Zombie (Ogre) 3/8/+6</p><p>Zombie (Minotaur) 4/12/+8</p><p>Zombie (Gray Render) 6/20/+12</p><p></p><p>OK, what do we notice?</p><p></p><p>First, we notice that effective hit dice doesn't have a damn thing to do with CR, while Will save rises almost equally with CR.</p><p></p><p>The discrepency here is that the largest difference between CR and Hit Dice is fifteen (The Grave Crawler), and the largest difference between CR and Will Save is the seemingly unkillable (and possibly misprinted) Zombie Gray Render at a mere 6 off.</p><p></p><p>The other thing we notice is that amongst non-epic creatures, there are only two anywhere which have more than 10 hit dice and turn resistance of any kind (the Grave Crawler and the Blood Fiend). Turn Resistance seems to be put in there as a grudge device to keep PCs from destroying undead with turning attempts. That being said - I believe that if we are suggesting simplifying turning attempts, we are also dropping the concept of Turn Resistance. A creature who in the previous system had turn resistance gets absolutely nothing in the new system.</p><p></p><p>So what kind of odds are you looking for?</p><p></p><p>If it's set to Will Saves - the average Undead Will Save is equal to its CR. So if you set the base Save DC as X + Character Level, an undead creature will be turned by a cleric of its level on X numbers out of twenty.</p><p></p><p>So if the Turn DC is 8 + Character Level, a Cleric will be turning Undead of her level approximately 40% of the time. If the Turn DC is 15 + Character Level, a Cleric will be turning Undead of her level approximately 75% of the time - and so on.</p><p></p><p>I definately suggest not allowing Charisma modifiers to directly impact Save DCs, as that doesn't scale properly. Similarly, giving synergy bonuses for skills or some crap like that would likewise undermine the process.</p><p></p><p>Having a Charisma based Turning Check, which augmented the base save DC like the current turning check would be fine.</p><p></p><p>And of course, now that each creature is making their own save - the whole concept of "maximum hit dice affected" should be dropped as well.</p><p></p><p>-Frank</p></blockquote><p></p>
[QUOTE="FrankTrollman, post: 1196727, member: 14225"] Remember that a CR 20 Undead creature is usually going to have a Will Save between +17 and +25 [i]because it has 32 or more hit dice[/i]. Using 3.r stuff whenever possible, here's the pre-packaged Undead (using total Hit Dice + Turn Resistance): Creature CR/Hit Dice/Will Save Abyssal Ghoul 10/16/+12 Allip 3/6/+4 Banshee 17/26/+19 Bhut 9/8/+5 Blood Fiend 14/18/+13 Bodak 8/9/+7 Bone Naga 11/15/+11 Corpse Gatherer 19/30/+17 Crawling Head 20/28/+20 Crimson Death 11/13/+10 Deathbringer 17/30/+19 Devourer 11/12/+11 Effigy 17/27/+20 Famine Spirit 19/32/+20 Ghast 3/6/+6 Ghoul 1/4/+5 Gravecrawler 16/31/+16 Hullathoin 15/16/+13 Jahi 16/25/+18 Mohrg 8/14/+9 Mummy 5/8/+8 Nightcrawler 18/25/+23 Nightwalker 16/21/+19 Nightwing 14/17/+17 Quth-Maren 7/12/+9 Ragewind 19/31/+18 Shadow 3/5/+4 Skeleton (Wolf) 1/2/+3 Skeleton (Owlbear) 2/5/+4 Skeleton (Troll) 3/6/+5 Skeleton (Chimerae) 4/9/+6 Skeleton (Ettin) 5/10/+7 Spawn of Kyuss 5/6/+4 Spectre 7/9/+7 Ulgarstasta 11/17/+13 Vampire Spawn 4/6/+5 Wight 3/4/+5 Wraith 5/7/+6 Wraith (Dread) 11/16/+14 Zombie (Troglodyte) 1/4/+4 Zombie (Bugbear) 2/6/+5 Zombie (Ogre) 3/8/+6 Zombie (Minotaur) 4/12/+8 Zombie (Gray Render) 6/20/+12 OK, what do we notice? First, we notice that effective hit dice doesn't have a damn thing to do with CR, while Will save rises almost equally with CR. The discrepency here is that the largest difference between CR and Hit Dice is fifteen (The Grave Crawler), and the largest difference between CR and Will Save is the seemingly unkillable (and possibly misprinted) Zombie Gray Render at a mere 6 off. The other thing we notice is that amongst non-epic creatures, there are only two anywhere which have more than 10 hit dice and turn resistance of any kind (the Grave Crawler and the Blood Fiend). Turn Resistance seems to be put in there as a grudge device to keep PCs from destroying undead with turning attempts. That being said - I believe that if we are suggesting simplifying turning attempts, we are also dropping the concept of Turn Resistance. A creature who in the previous system had turn resistance gets absolutely nothing in the new system. So what kind of odds are you looking for? If it's set to Will Saves - the average Undead Will Save is equal to its CR. So if you set the base Save DC as X + Character Level, an undead creature will be turned by a cleric of its level on X numbers out of twenty. So if the Turn DC is 8 + Character Level, a Cleric will be turning Undead of her level approximately 40% of the time. If the Turn DC is 15 + Character Level, a Cleric will be turning Undead of her level approximately 75% of the time - and so on. I definately suggest not allowing Charisma modifiers to directly impact Save DCs, as that doesn't scale properly. Similarly, giving synergy bonuses for skills or some crap like that would likewise undermine the process. Having a Charisma based Turning Check, which augmented the base save DC like the current turning check would be fine. And of course, now that each creature is making their own save - the whole concept of "maximum hit dice affected" should be dropped as well. -Frank [/QUOTE]
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