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greater turning for destroy undead
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<blockquote data-quote="evilbob" data-source="post: 4013156" data-attributes="member: 9789"><p>Another idea (keep throwing them out and something's bound to work, right?):</p><p></p><p>I dislike rules that introduce charts, and I also dislike the idea of tying this ability back to HD again, but I am having a hard time finding alternatives.</p><p></p><p>Destroy undead: Undead with 1/2 as many HD as the turning cleric has levels get no saving throw against the damage. Undead with twice as many HD as the turning cleric has levels take no damage on a successful save.</p><p></p><p>The good thing is that this shores up the damage against very low level undead, evening it up with traditional turning, and it keeps to the spirit of traditional's "1/2 my levels = burn" idea. It also limits the upper levels slightly, although our optimized cleric still has a greater than 50% chance to do 1/2 damage to something with 14 HD (and technically, 1/2 that on a failed save, since his effective turning level is 8). And it means some high-level turns do nothing, which moves away from the spirit of "at least my turns do <em>something</em> now." AND it's one more rule to remember. (AND you'd have to adjust turn resistance to include levels and all that jazz just to keep it fair.) Bleh.</p><p></p><p>I thought about making it more like improved evasion instead of evasion - i.e. undead that save still take 1/2 damage and on a successful save take no damage - but you really need to have the evasion-equivalent before you have the improved evasion-equivalent, and I couldn't find a place to put that in... I mean, you could have "no damage on save" start with HD = level, but then you're just back to "my turns are all or nothing" again.</p><p></p><p></p><p></p><p>Edit: Or, we could just do the reverse of that... As much as I also dislike introducing a NEW house rule to fix an OLD house rule:</p><p></p><p>New Feats:</p><p></p><p>Resist Turning (or some such name)</p><p>Prereq: undead type, intelligence score</p><p>Benefit: You take no damage from positive energy turns on a successful save.</p><p></p><p>Improved Resist Turning</p><p>Prereq: Resist Turning</p><p>Benefit: You only take 1/2 damage from positive energy turns on a failed save.</p></blockquote><p></p>
[QUOTE="evilbob, post: 4013156, member: 9789"] Another idea (keep throwing them out and something's bound to work, right?): I dislike rules that introduce charts, and I also dislike the idea of tying this ability back to HD again, but I am having a hard time finding alternatives. Destroy undead: Undead with 1/2 as many HD as the turning cleric has levels get no saving throw against the damage. Undead with twice as many HD as the turning cleric has levels take no damage on a successful save. The good thing is that this shores up the damage against very low level undead, evening it up with traditional turning, and it keeps to the spirit of traditional's "1/2 my levels = burn" idea. It also limits the upper levels slightly, although our optimized cleric still has a greater than 50% chance to do 1/2 damage to something with 14 HD (and technically, 1/2 that on a failed save, since his effective turning level is 8). And it means some high-level turns do nothing, which moves away from the spirit of "at least my turns do [I]something[/I] now." AND it's one more rule to remember. (AND you'd have to adjust turn resistance to include levels and all that jazz just to keep it fair.) Bleh. I thought about making it more like improved evasion instead of evasion - i.e. undead that save still take 1/2 damage and on a successful save take no damage - but you really need to have the evasion-equivalent before you have the improved evasion-equivalent, and I couldn't find a place to put that in... I mean, you could have "no damage on save" start with HD = level, but then you're just back to "my turns are all or nothing" again. Edit: Or, we could just do the reverse of that... As much as I also dislike introducing a NEW house rule to fix an OLD house rule: New Feats: Resist Turning (or some such name) Prereq: undead type, intelligence score Benefit: You take no damage from positive energy turns on a successful save. Improved Resist Turning Prereq: Resist Turning Benefit: You only take 1/2 damage from positive energy turns on a failed save. [/QUOTE]
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greater turning for destroy undead
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