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greater turning for destroy undead
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<blockquote data-quote="evilbob" data-source="post: 4012030" data-attributes="member: 9789"><p>Ok, so having glanced through a couple year's worth of archives...</p><p></p><p>Pretty much everyone who has dealt with this or used this variant rule has increased the turn resistance damage reduction. The most common answer was 2.5 per level, or 5 per 2 levels. Many have also increased the will save by a 1:1 ratio.</p><p></p><p>Not many people have dealt with the greater turning issue, although treating it like "empowered" (1.5x damage) was the most common solution.</p><p></p><p></p><p>I will say that increasing the turn resistance by 5/2 levels is a good idea. I was thinking of actually taking it slightly further: again, the base by which you are removing a single "level" of effectiveness of the cleric turning the undead is 1 to the save and 3.5 to the damage. I was thinking of using 3 damage (instead of 2.5) only because it's a whole number and closer to 3.5. Also, while 3 < 3.5, consistent > random, so I think it's pretty well as fair as you can get. The big drawback to any system like this is that utrn resistance doesn't = immunity like it once did; but it's much closer to reducing a cleric's effective <em>level</em> of turning, which seems fair.</p><p></p><p>So: turn resistance adds 1 to the save against the turn and subtracts 3 from any turning damage per level of resistance.</p><p></p><p></p><p>Greater turning is still sticky. The main issue is that it's still WAAAAAY better than normal greater turning, even if you say "only on a failed save." Multiplying the damage by 1.5 instead of 2 is a pretty decent way to go, but it also makes it less effective against low level undead and doesn't really solve the problem at high levels, either. I also thought about making it lower the DC by 2 when you use it (so fewer undead are affected) but that doesn't really help the numbers much, either. (-10% to a save that's still over 50% ...not helping enough.) Someone else suggested in an old thread to change it to all undead with HD equal to or lower than the cleric are destroyed (in addition to the normal turn damage effect), which is somewhat ok but means it's useless once you get to high levels because all undead will have more HD than you at that point. (Then again, traditional turning is also useless at that point as well.)</p><p></p><p>Hmmm...</p></blockquote><p></p>
[QUOTE="evilbob, post: 4012030, member: 9789"] Ok, so having glanced through a couple year's worth of archives... Pretty much everyone who has dealt with this or used this variant rule has increased the turn resistance damage reduction. The most common answer was 2.5 per level, or 5 per 2 levels. Many have also increased the will save by a 1:1 ratio. Not many people have dealt with the greater turning issue, although treating it like "empowered" (1.5x damage) was the most common solution. I will say that increasing the turn resistance by 5/2 levels is a good idea. I was thinking of actually taking it slightly further: again, the base by which you are removing a single "level" of effectiveness of the cleric turning the undead is 1 to the save and 3.5 to the damage. I was thinking of using 3 damage (instead of 2.5) only because it's a whole number and closer to 3.5. Also, while 3 < 3.5, consistent > random, so I think it's pretty well as fair as you can get. The big drawback to any system like this is that utrn resistance doesn't = immunity like it once did; but it's much closer to reducing a cleric's effective [I]level[/I] of turning, which seems fair. So: turn resistance adds 1 to the save against the turn and subtracts 3 from any turning damage per level of resistance. Greater turning is still sticky. The main issue is that it's still WAAAAAY better than normal greater turning, even if you say "only on a failed save." Multiplying the damage by 1.5 instead of 2 is a pretty decent way to go, but it also makes it less effective against low level undead and doesn't really solve the problem at high levels, either. I also thought about making it lower the DC by 2 when you use it (so fewer undead are affected) but that doesn't really help the numbers much, either. (-10% to a save that's still over 50% ...not helping enough.) Someone else suggested in an old thread to change it to all undead with HD equal to or lower than the cleric are destroyed (in addition to the normal turn damage effect), which is somewhat ok but means it's useless once you get to high levels because all undead will have more HD than you at that point. (Then again, traditional turning is also useless at that point as well.) Hmmm... [/QUOTE]
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greater turning for destroy undead
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