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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: 1589770" data-attributes="member: 2534"><p>You could use the same method that I apply but removing the first roll on the Turning Check table. Use directly the effective turning level to work out the amount of damage instead of having it vary between level-4 and level+4. Then, roll for affected HD of undead and apply the rest of the method. Done <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>I prefered the other approach of maintaining most mechanics as they were so I don't have to tweak around with turning related feats or domain powers. You could use a different approach to making the effective level of the turning variable without resorting to a table. </p><p></p><p>Say for example, the roll on the Turning Check (d20+Cha bonus+know(religion) synergy bonus+ other applicable bonus) table is simple to remember without having to check the table:</p><p>Roll against a DC of 10. For each 3 less than the DC substract 1 from your effective turning level, For each 3 by which you pass the DC add 1 to your effective turning level. In both cases, you can't add or remove more than 4 to your effective level (result of 0 or lower and 22 or higher). </p><p></p><p>Other methods of adding a random factor to the turning check can be devised:</p><p></p><p>Roll a d10. If you have modifiers higher than +2 or lower than -2 roll an extra d10 for each +/-2 on your modifier to turning checks. Get the highest result if your modifier is possitive or the lowest one if negative, substract 5 from it and apply the resulting modifier to your effective turning level. This gives a result from 1-5=-4 to 10-5=+5, so it is close to the standard method.</p><p></p><p>EDIT: Wrong button, sorry <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f631.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":o" title="Eek! :o" data-smilie="9"data-shortname=":o" /> </p><p></p><p>About handling undead fleeing, cowering and all that: I prefer an approach that deals damage instead of tinkering with undead fleeing all around the dungeon. I think that makes it a bad mechanic for the game, as most of the times the characters end up pursuing the now fleeing undead, which is usually much trouble (specially if they are incorporeal). More than a couple times I have seen an encounter with undead only gain a bit of time to prepare: Incorporeal Undead appear, cleric turns them, they run across walls, warn other dungeon denizens (even if simply by their passage in fear) and come back some time later (as soon as the turning effect dissapears.</p><p></p><p>Personally I hate any class feature (great ki shout, turning, etc.) that forces enemies to run away. That alone can ruin a whole adventure because of all the trouble a single turning check or fleeing enemy because of great ki shout, fear spell, etc... can make. </p><p></p><p>That's another reason I prefered to make it do damage and count as shaken (gives the characters an edge without forcing the undead to flee and make a mess of the adventure).</p><p></p><p>My 2 cents.</p></blockquote><p></p>
[QUOTE="Kyamsil, post: 1589770, member: 2534"] You could use the same method that I apply but removing the first roll on the Turning Check table. Use directly the effective turning level to work out the amount of damage instead of having it vary between level-4 and level+4. Then, roll for affected HD of undead and apply the rest of the method. Done ;). I prefered the other approach of maintaining most mechanics as they were so I don't have to tweak around with turning related feats or domain powers. You could use a different approach to making the effective level of the turning variable without resorting to a table. Say for example, the roll on the Turning Check (d20+Cha bonus+know(religion) synergy bonus+ other applicable bonus) table is simple to remember without having to check the table: Roll against a DC of 10. For each 3 less than the DC substract 1 from your effective turning level, For each 3 by which you pass the DC add 1 to your effective turning level. In both cases, you can't add or remove more than 4 to your effective level (result of 0 or lower and 22 or higher). Other methods of adding a random factor to the turning check can be devised: Roll a d10. If you have modifiers higher than +2 or lower than -2 roll an extra d10 for each +/-2 on your modifier to turning checks. Get the highest result if your modifier is possitive or the lowest one if negative, substract 5 from it and apply the resulting modifier to your effective turning level. This gives a result from 1-5=-4 to 10-5=+5, so it is close to the standard method. EDIT: Wrong button, sorry :o About handling undead fleeing, cowering and all that: I prefer an approach that deals damage instead of tinkering with undead fleeing all around the dungeon. I think that makes it a bad mechanic for the game, as most of the times the characters end up pursuing the now fleeing undead, which is usually much trouble (specially if they are incorporeal). More than a couple times I have seen an encounter with undead only gain a bit of time to prepare: Incorporeal Undead appear, cleric turns them, they run across walls, warn other dungeon denizens (even if simply by their passage in fear) and come back some time later (as soon as the turning effect dissapears. Personally I hate any class feature (great ki shout, turning, etc.) that forces enemies to run away. That alone can ruin a whole adventure because of all the trouble a single turning check or fleeing enemy because of great ki shout, fear spell, etc... can make. That's another reason I prefered to make it do damage and count as shaken (gives the characters an edge without forcing the undead to flee and make a mess of the adventure). My 2 cents. [/QUOTE]
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