Core Rules Survivor: FINAL ROUND!

At last! Vote for the one you HATE the MOST!

  • Counterspelling: throwing away my action to maybe stop yours

    Votes: 62 32.3%
  • Dodge feat: guess who will almost miss you this round

    Votes: 30 15.6%
  • Grappling: wrestle with the flow chart

    Votes: 41 21.4%
  • Turn Undead: look-up tables are so 30 years ago

    Votes: 44 22.9%
  • Whips & Chains: mechanics for Exotic weapons Whip and Spiked Chain

    Votes: 15 7.8%


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Mistwell said:
Complete Divine, page 87.

For good clerics: Standard action, deals 1d6 positive energy damage/cleric level to undead in 30 ft. of cleric, Will save (DC 10+ Cleric level + Charisma mod) for half damage. Turn resistance subtracts that number from the damage they take from a turn attempt.

For evil clerics, standard action heals undead in 30 ft. of cleric for 1d6/cleric level (turn resistance has no effect).

Pretty simple fix, and it seems to work fine.

So how do evil clerics go about controlling undead, under this system? Also, this seems to make turn resistance woefully useless. This variant, from what I've seen here, seems to be far too good for positive-channelers.
 

If you reduce the number of dice rolled by the turn resistance it is a lot better. If you are turning multiple creatures with different turning resistances then you could have each roll their turning resistance on d6's and reduce the damage by that much before the saving throw.
 



Slaved said:
If you reduce the number of dice rolled by the turn resistance it is a lot better.
Or just reduce the damage they take by 3.5 per point of TR. (TR is often even anyway.)

Cheers, -- N
 

Mistwell said:
Complete Divine, page 87.

For good clerics: Standard action, deals 1d6 positive energy damage/cleric level to undead in 30 ft. of cleric,...

Pretty simple fix, and it seems to work fine.

I guess I don’t like that. It feels very un-D&D to me. It is much simpler that is for sure… but when I think of a Cleric/Pally holding up a holy symbol it wards the undead off not detonating some holy fireball.

I guess I have seen one too many Dracula movies.

What other variants are there?
 

Nifft said:
It's all relative.

Compared to a bath in fire ants, I like having one fingernail pulled out.

Ouch, -- N
Ah, but I hate MDS so much more than anything that remains--I use all of the remaining mechanics with no problem, but I (and others I know) generally remove MDS immediately as a default. I think if you tried to pull an MDS on most people I know, they would actually be surprised, despite the fact that it's in the core rules.
 

borc killer said:
What other variants are there?

My favorite related variant: roll your 1d6/level, add Charisma bonus, and compare to the undead's remaining hp (plus 5 x Turn Resistance). Undead with fewer HP are instantly destroyed; those with more HP are unaffected.

Why I like it: encourages the party to beat on the Undead for a while before the Cleric drops his turn-bomb. Everyone dealing damage feels useful. Cleric enhances the party's effectiveness rather than overriding it.

Cheers, -- N
 

Mistwell said:
Complete Divine, page 87.

For good clerics: Standard action, deals 1d6 positive energy damage/cleric level to undead in 30 ft. of cleric, Will save (DC 10+ Cleric level + Charisma mod) for half damage. Turn resistance subtracts that number from the damage they take from a turn attempt.

For evil clerics, standard action heals undead in 30 ft. of cleric for 1d6/cleric level (turn resistance has no effect).

Pretty simple fix, and it seems to work fine.

It's too powerful. I could spend the time convincing you, but if you just turn to the Hunter of the Dead PrC (CW, I think), they get a similar mechanic. Note that this requires entering a PrC w/ crappy spellcasting and by default means you don't even get access to the ability till mid levels. Further, note how the CD variant still manages to be outright better.
 

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