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Save the Undead or How to fix Turning, Greater Turning...
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<blockquote data-quote="Kyamsil" data-source="post: 1582203" data-attributes="member: 2534"><p>The Jester: Interesting idea, but all of them have now Divine Feats (and during a time the paladin had an armour that needed turning to get special abilities working but has lost it). As I have said, the number of turning attempts they get is too high to be severely affected by spending them on divine feats/activating items: All of them have Extra Turning, and all of them have high charisma:18 the first cleric of Lathander, 16 the second cleric and 22 (with enhancement) the paladin (who of course loves her Divine Might divine feat). Also, the first cleric has a Greater Turning each day and the second one has 2 attempts at Greater Turning each day. </p><p></p><p>At a total of 11+1Greater, 10+2Greater and 13 turnings each day they usually have enough to last the whole adventure, even after divine feats and all.</p><p></p><p></p><p></p><p></p><p>Someone: the Greater Turning as is written is the bane of any undead you can think of. I have already fixed the prestige classes by removing the 3+Cha Greater Turnings each day that the Radiant Servant had!!one extra at first level with another more each 4 days a lot more reasonable. I am trying now to fix Greater Turning (and Turning) by providing an alternate way to handle it. Instead of making it an encounter deciding ability I think that with the damage turning (and greater turning) will help in the same way that a fireball or other area spell helps against multiple opponents, but without making the encounter a sure-win situation.</p><p></p><p></p><p></p><p>Sadrik: </p><p>1:Already considering that approach myself. Construct bonus hp would help.</p><p>2:Interesting idea. When I was trying to get at a system that I liked I toyed with the idea of making it dependant of Knowledge(Religion) checks and work with a table similar to the one for the Iajutsu-Focus from OA. </p><p>3:This is also interesting. Will think about it.</p><p>4: Making Turn Resistance go up is another thing I was toying with. Also, I thought on simply making Turn Resistance charisma dependant so each undead had an extra turn resistance equal to its Cha bonus. Will think about it too.</p><p>5: This is making the ability almost useless as they already can do so by spontaneously casting cure spells.</p><p>6: I don't want to die young <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /> Remember, the first of the clerics has been working hard on improving that class ability... It would be too harsh to make it go away.</p><p></p><p></p><p></p><p>DreamChaser: Yes, the shaken result lasts as long as it continues to have damage that was inflicted by the turning. So that screws non-intelligent undead but not so the intelligent ones that will heal given time. They all will benefit greatly from having evil clerics around to heal them with negative energy (rebuking or inflict spells)</p><p></p><p>Having 3 separate rolls: can be an issue as it would slow things down a bit, but I don't care too much about that so it's not a problem to me. See it that way: in the end you are saving yourself a lot of dice rolling when the clerics blast the 30 zombies that are cannon fodder in the encounter with the BBEG. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>Your system seems interesting, but I don't like too much it being based on ability damage. That needs a lot more book keeping than just damaging undead. I prefer Turning becoming an undead only fireball-type than having to record which undead has its scores diminished and when it will recover and so on. But interesting anyways <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p></p><p>Thanks you all for all the feedback, keep them coming please!</p></blockquote><p></p>
[QUOTE="Kyamsil, post: 1582203, member: 2534"] The Jester: Interesting idea, but all of them have now Divine Feats (and during a time the paladin had an armour that needed turning to get special abilities working but has lost it). As I have said, the number of turning attempts they get is too high to be severely affected by spending them on divine feats/activating items: All of them have Extra Turning, and all of them have high charisma:18 the first cleric of Lathander, 16 the second cleric and 22 (with enhancement) the paladin (who of course loves her Divine Might divine feat). Also, the first cleric has a Greater Turning each day and the second one has 2 attempts at Greater Turning each day. At a total of 11+1Greater, 10+2Greater and 13 turnings each day they usually have enough to last the whole adventure, even after divine feats and all. Someone: the Greater Turning as is written is the bane of any undead you can think of. I have already fixed the prestige classes by removing the 3+Cha Greater Turnings each day that the Radiant Servant had!!one extra at first level with another more each 4 days a lot more reasonable. I am trying now to fix Greater Turning (and Turning) by providing an alternate way to handle it. Instead of making it an encounter deciding ability I think that with the damage turning (and greater turning) will help in the same way that a fireball or other area spell helps against multiple opponents, but without making the encounter a sure-win situation. Sadrik: 1:Already considering that approach myself. Construct bonus hp would help. 2:Interesting idea. When I was trying to get at a system that I liked I toyed with the idea of making it dependant of Knowledge(Religion) checks and work with a table similar to the one for the Iajutsu-Focus from OA. 3:This is also interesting. Will think about it. 4: Making Turn Resistance go up is another thing I was toying with. Also, I thought on simply making Turn Resistance charisma dependant so each undead had an extra turn resistance equal to its Cha bonus. Will think about it too. 5: This is making the ability almost useless as they already can do so by spontaneously casting cure spells. 6: I don't want to die young :D Remember, the first of the clerics has been working hard on improving that class ability... It would be too harsh to make it go away. DreamChaser: Yes, the shaken result lasts as long as it continues to have damage that was inflicted by the turning. So that screws non-intelligent undead but not so the intelligent ones that will heal given time. They all will benefit greatly from having evil clerics around to heal them with negative energy (rebuking or inflict spells) Having 3 separate rolls: can be an issue as it would slow things down a bit, but I don't care too much about that so it's not a problem to me. See it that way: in the end you are saving yourself a lot of dice rolling when the clerics blast the 30 zombies that are cannon fodder in the encounter with the BBEG. ;) Your system seems interesting, but I don't like too much it being based on ability damage. That needs a lot more book keeping than just damaging undead. I prefer Turning becoming an undead only fireball-type than having to record which undead has its scores diminished and when it will recover and so on. But interesting anyways :) Thanks you all for all the feedback, keep them coming please! [/QUOTE]
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