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No turning in AU
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<blockquote data-quote="DMScott" data-source="post: 1397365" data-attributes="member: 11734"><p>What works in your game is the best choice - if you want turning back in the game, go for it. I believe Monte addresses turning in one of his design diaries. IIRC his motivation in removing turning was to make fights with undead last longer, rather than just having a few rolls turn the whole fight.</p><p></p><p>I'd be leery of adding classes built around controlling undead to a standard AU game, just because undead are different. All undead created via AU spells are intelligent and controlled via truenames and the appropriate spell, I wouldn't really want to mess with that. Though one possible way around it is to include some or all of the standard D&D undead and allow them to be controlled via the turn/rebuke mechanics, while the AU undead operate via truenames.</p></blockquote><p></p>
[QUOTE="DMScott, post: 1397365, member: 11734"] What works in your game is the best choice - if you want turning back in the game, go for it. I believe Monte addresses turning in one of his design diaries. IIRC his motivation in removing turning was to make fights with undead last longer, rather than just having a few rolls turn the whole fight. I'd be leery of adding classes built around controlling undead to a standard AU game, just because undead are different. All undead created via AU spells are intelligent and controlled via truenames and the appropriate spell, I wouldn't really want to mess with that. Though one possible way around it is to include some or all of the standard D&D undead and allow them to be controlled via the turn/rebuke mechanics, while the AU undead operate via truenames. [/QUOTE]
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