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General Tabletop Discussion
*Pathfinder & Starfinder
Alternative Turning Mechanic
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<blockquote data-quote="Nail" data-source="post: 1207867" data-attributes="member: 224"><p>Hmmm. I hadn't concidered playing with the "Turnings per day" mechanic. Thanks, FrankT. Seems to me that saying you get 1 + Cha mod might be good.</p><p></p><p>I also hadn't concidered having a progression of effects: <em>Shaken</em>, Flee, then destroyed. It's a touch more complicated, but the flavor is better. Question is, is the flavor worth the (slight) additional complication.</p><p></p><p>Re: How Cleric's Cha increases with level</p><p></p><p>It absolutely true this will depend strongly on equipment and playing style. My assumption is that the cleric starts of with a +3 mod, so he's obviously put quite a bit into Cha (16 or 17!) already. Then the cleric, on average, increases that mod (+3) by +1 per three levels. IOW, at 9th level, the cleric's Cha mod is +6.</p><p></p><p>That's assuming maxing that stat, and I admit that the change is not continuous, but "episodic". </p><p></p><p>If you change the Cha mod increase to +1 per 5 levels, so that at 10th level the cleric has a (+3 +2 =) +5 mod, then his chance of turning UD of his CR falls from 43% to 39% (averaging all UD monsters in the MM).</p><p></p><p>IOW: The change is not very great. For most things at the Cleric's CR, he still turns them about 50% of the time.</p><p></p><p>Some examples:</p><p></p><p>Human skeleton vs. Clr 1: turned 50% of the time</p><p>Shadow vs Clr 3: turned 45%</p><p>Spectre vs Clr 7: turned 45%</p><p>Devourer vs Clr 11: turned 40%</p><p>Night Crawler vs Clr 18: turned 5% of the time.</p><p></p><p>This seems right to me.</p><p></p><p>Again, I'm assuming the model:</p><p> Cleric spends a turning attempt, UD in his Area of Effect must make a Will save. The Will DC is 10 + 1/2 Cleric level + Cha. A failed save means the UD is turned, and flees.</p></blockquote><p></p>
[QUOTE="Nail, post: 1207867, member: 224"] Hmmm. I hadn't concidered playing with the "Turnings per day" mechanic. Thanks, FrankT. Seems to me that saying you get 1 + Cha mod might be good. I also hadn't concidered having a progression of effects: [i]Shaken[/i], Flee, then destroyed. It's a touch more complicated, but the flavor is better. Question is, is the flavor worth the (slight) additional complication. Re: How Cleric's Cha increases with level It absolutely true this will depend strongly on equipment and playing style. My assumption is that the cleric starts of with a +3 mod, so he's obviously put quite a bit into Cha (16 or 17!) already. Then the cleric, on average, increases that mod (+3) by +1 per three levels. IOW, at 9th level, the cleric's Cha mod is +6. That's assuming maxing that stat, and I admit that the change is not continuous, but "episodic". If you change the Cha mod increase to +1 per 5 levels, so that at 10th level the cleric has a (+3 +2 =) +5 mod, then his chance of turning UD of his CR falls from 43% to 39% (averaging all UD monsters in the MM). IOW: The change is not very great. For most things at the Cleric's CR, he still turns them about 50% of the time. Some examples: Human skeleton vs. Clr 1: turned 50% of the time Shadow vs Clr 3: turned 45% Spectre vs Clr 7: turned 45% Devourer vs Clr 11: turned 40% Night Crawler vs Clr 18: turned 5% of the time. This seems right to me. Again, I'm assuming the model: Cleric spends a turning attempt, UD in his Area of Effect must make a Will save. The Will DC is 10 + 1/2 Cleric level + Cha. A failed save means the UD is turned, and flees. [/QUOTE]
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