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Save the Undead or How to fix Turning, Greater Turning...
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<blockquote data-quote="Sadrik" data-source="post: 1581774" data-attributes="member: 14506"><p><strong>Undead</strong></p><p></p><p>I too have encountered problems with this too in a campaign I ran several years ago.</p><p>couple of suggestions</p><p></p><p>1. No con bonus problem: Add the constuct hp bonus.</p><p>2. Make the turn skill: force the clercs to place skill points into a normally automattically scaling ability. Interesting consequence would be that all characters could take it and then you could expect the party to have the ability even though they dont have a cleric. Allowing for better designed encounters.</p><p>3. Make them use spell slots: treat the ability as a spontaneous cast of a cure spell level 1-9 if they are coughing up spell slots every time they want to do it they may use it more sparingly. I like this option.</p><p>4. Do the ravenloft thing and essential bump up all of their turn resistance. I assume that is what they do anyway in the 3 ed rules, I only have the 2 ed ravenloft.</p><p>5. Make them use spell slots: Again they are burning spell slots but they have to use their cure spells as touch attacks to damage them. So cure light wounds would do 1d8+5 etc.</p><p>6. Get rid of the turning ability altogether: The players will hate you. I dont suggest this one.</p><p></p><p>Sadrik</p></blockquote><p></p>
[QUOTE="Sadrik, post: 1581774, member: 14506"] [b]Undead[/b] I too have encountered problems with this too in a campaign I ran several years ago. couple of suggestions 1. No con bonus problem: Add the constuct hp bonus. 2. Make the turn skill: force the clercs to place skill points into a normally automattically scaling ability. Interesting consequence would be that all characters could take it and then you could expect the party to have the ability even though they dont have a cleric. Allowing for better designed encounters. 3. Make them use spell slots: treat the ability as a spontaneous cast of a cure spell level 1-9 if they are coughing up spell slots every time they want to do it they may use it more sparingly. I like this option. 4. Do the ravenloft thing and essential bump up all of their turn resistance. I assume that is what they do anyway in the 3 ed rules, I only have the 2 ed ravenloft. 5. Make them use spell slots: Again they are burning spell slots but they have to use their cure spells as touch attacks to damage them. So cure light wounds would do 1d8+5 etc. 6. Get rid of the turning ability altogether: The players will hate you. I dont suggest this one. Sadrik [/QUOTE]
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