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greater turning for destroy undead
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<blockquote data-quote="evilbob" data-source="post: 4012804" data-attributes="member: 9789"><p>Two more ideas on nullifying the tremendous synergy between empower turning and greater turning:</p><p></p><p>- Make empower turning not be a multiplier. For example, you could change it to be: Add 1d6 to your turn damage rolls per 2 effective cleric levels. That's alllmost as good as 1.5 x damage, but it doesn't actually use a multiplier. Additionally, you could qualify greater turning to only double (or whatever) the turning damage from the original turn (and specifically leave out empower turning), but that's pretty complex and also hard to even explain.</p><p></p><p>- Make greater turning add a static number that isn't effected by empower turning. And make empower turning work more like empowering spells: only variable, numeric effects are affected. For example: Greater turning adds your Cha modifier to each 1d6 roll (for example, if your Cha mod is +3, each turning damage roll does 1d6 + 3 damage per cleric level).</p><p></p><p>The first one isn't bad and I kind of like it anyway; but it -is- one more change to remember that sort of doesn't help much more than this one situation.</p><p></p><p>The second one isn't really as practical because it opens itself up for abuse so easily. Our optimized cleric above could quaff a quick potion of <em>eagle's splendor</em> (or, quite frankly, just cast it on himself) and all of a sudden his greater turns do +45 damage. Not too shabby (and curiously close to doubling all damage anyway).</p></blockquote><p></p>
[QUOTE="evilbob, post: 4012804, member: 9789"] Two more ideas on nullifying the tremendous synergy between empower turning and greater turning: - Make empower turning not be a multiplier. For example, you could change it to be: Add 1d6 to your turn damage rolls per 2 effective cleric levels. That's alllmost as good as 1.5 x damage, but it doesn't actually use a multiplier. Additionally, you could qualify greater turning to only double (or whatever) the turning damage from the original turn (and specifically leave out empower turning), but that's pretty complex and also hard to even explain. - Make greater turning add a static number that isn't effected by empower turning. And make empower turning work more like empowering spells: only variable, numeric effects are affected. For example: Greater turning adds your Cha modifier to each 1d6 roll (for example, if your Cha mod is +3, each turning damage roll does 1d6 + 3 damage per cleric level). The first one isn't bad and I kind of like it anyway; but it -is- one more change to remember that sort of doesn't help much more than this one situation. The second one isn't really as practical because it opens itself up for abuse so easily. Our optimized cleric above could quaff a quick potion of [I]eagle's splendor[/I] (or, quite frankly, just cast it on himself) and all of a sudden his greater turns do +45 damage. Not too shabby (and curiously close to doubling all damage anyway). [/QUOTE]
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greater turning for destroy undead
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