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*Pathfinder & Starfinder
Alternative Turning Mechanic
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<blockquote data-quote="I'm A Banana" data-source="post: 1208712" data-attributes="member: 2067"><p>Including Cha modifier as a turns per day works, only now you're changing a LOT of things in comparison, and I'd expect the power of the turning to be rampped up significantly.</p><p></p><p>One of the many things that'll be impacted by this are the feats that allow you to use your turn undead attempts for other functions...though admittedly, this may not be a great thing to impact. More importantly, it'll impact how a DM designs adventures. As it sits now, the cleric can either be a great asset with turn undead (when facing a dungeon full of skeletons), or have their turning attempts be nearly useless. This will make the cleric either a tiny asset (when facing a dungeon full of skeletons), or still nearly useless....there should be some compensation for the times/day lowering, such as significantly ramping up the power, range, etc.</p><p></p><p>A gradiated effect still makes me reference a table to see what the effects are. It's unnessecarily complex. Give me one effect, and one CRITICAL effect that happens on an obvious result.</p><p></p><p>I also don't see how stats are jumping so dramatically, nor do I see the paladin as a significant problem (paladin's turning DC starts at 5, let's say, or turns as a cleric of half his level).</p><p></p><p>Still looking for that simple replacement rule...</p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 1208712, member: 2067"] Including Cha modifier as a turns per day works, only now you're changing a LOT of things in comparison, and I'd expect the power of the turning to be rampped up significantly. One of the many things that'll be impacted by this are the feats that allow you to use your turn undead attempts for other functions...though admittedly, this may not be a great thing to impact. More importantly, it'll impact how a DM designs adventures. As it sits now, the cleric can either be a great asset with turn undead (when facing a dungeon full of skeletons), or have their turning attempts be nearly useless. This will make the cleric either a tiny asset (when facing a dungeon full of skeletons), or still nearly useless....there should be some compensation for the times/day lowering, such as significantly ramping up the power, range, etc. A gradiated effect still makes me reference a table to see what the effects are. It's unnessecarily complex. Give me one effect, and one CRITICAL effect that happens on an obvious result. I also don't see how stats are jumping so dramatically, nor do I see the paladin as a significant problem (paladin's turning DC starts at 5, let's say, or turns as a cleric of half his level). Still looking for that simple replacement rule... [/QUOTE]
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