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Alternative Turning Mechanic
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<blockquote data-quote="Kerrick" data-source="post: 1198579" data-attributes="member: 4722"><p>I hate to be the one to point this out, but some of those numbers are wrong. I only have the MM, so I'll post those monsters...</p><p></p><p>Monster CR/HD/Will save</p><p>Allip - 3/4/+4</p><p>Ghast - 3/4/+6</p><p>Ghoul - 1/2/+5</p><p>Shadow - 3/3/+4</p><p>Shadow, Greater - 8/9/+7 (might as well throw that one in)</p><p>Specter - 7/7/+7</p><p>Wraith - 5/5/+6</p><p>Wraith, dread - 11/16/+14 (and that)</p><p>Vampire spawn - 4/4/+5</p><p></p><p>You're right, though - the Will save is nearly always within a few points of the CR, and the worst offenders are the ones higher up (which suggest a problem with the epic system, but that's another topic entirely). </p><p></p><p>Among the monsters I know of (working from the MM, MMII, and ELH), the only ones that have TR are templated ones; I suspect they were given TR only because the base creature will have a low Will save about half the time (more, if you're using character classes). </p><p></p><p></p><p></p><p>I'm confused. Seems to me like these two statements directly contradict each other. First you say you shouldn't add the Charisma bonus, then you say it's okay. I'd say add it in. It gives the cleric a slight advantage at lower levels, but it tends to balance out at the upper levels, when he needs it more. </p><p></p><p>As for turning damage - any ideas? 2d6+Cha seems a little low; you wouldn't be able to turn a whole lot at higher levels, when you're fighting 15-20 HD undead. Level+Cha seems a little better, or maybe 2d6+level...</p></blockquote><p></p>
[QUOTE="Kerrick, post: 1198579, member: 4722"] I hate to be the one to point this out, but some of those numbers are wrong. I only have the MM, so I'll post those monsters... Monster CR/HD/Will save Allip - 3/4/+4 Ghast - 3/4/+6 Ghoul - 1/2/+5 Shadow - 3/3/+4 Shadow, Greater - 8/9/+7 (might as well throw that one in) Specter - 7/7/+7 Wraith - 5/5/+6 Wraith, dread - 11/16/+14 (and that) Vampire spawn - 4/4/+5 You're right, though - the Will save is nearly always within a few points of the CR, and the worst offenders are the ones higher up (which suggest a problem with the epic system, but that's another topic entirely). Among the monsters I know of (working from the MM, MMII, and ELH), the only ones that have TR are templated ones; I suspect they were given TR only because the base creature will have a low Will save about half the time (more, if you're using character classes). I'm confused. Seems to me like these two statements directly contradict each other. First you say you shouldn't add the Charisma bonus, then you say it's okay. I'd say add it in. It gives the cleric a slight advantage at lower levels, but it tends to balance out at the upper levels, when he needs it more. As for turning damage - any ideas? 2d6+Cha seems a little low; you wouldn't be able to turn a whole lot at higher levels, when you're fighting 15-20 HD undead. Level+Cha seems a little better, or maybe 2d6+level... [/QUOTE]
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