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[Trailblazer] Turn Undead
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<blockquote data-quote="Scurvy_Platypus" data-source="post: 4915388" data-attributes="member: 43283"><p>Errr... I didn't think I'd be doing that... lessee what sort of stupidity I get up to in the next quote response...</p><p></p><p></p><p></p><p>Oh good lord no. I'm dumber than a sack full'a hammers. Here, I'll prove it and show off how I've never played a cleric either. Bear with me as I ramble aloud and flip around a bit:</p><p></p><p>Ok, page 103 of Trailblazer talks about Turn Undead. It mentions "All undead within the area of effect must make a save against turning (see below). You can’t turn undead that have total cover relative to you. You don’t need line of sight to a target, but you do need line of effect." That combined with the above comments makes me think that _each_ undead is making a separate saving throw. In other words, if I've got a pack of.. I dunno, let's say 8 Ghouls, then each of those suckers is going to be making a saving throw.</p><p></p><p>Oh, but hang on... you mentioned rolling twice and Turning damage... Ok, so I look over at the d20 SRD:</p><p><a href="http://www.d20srd.org/srd/combat/specialAttacks.htm#tableTurningUndead" target="_blank">Special Attacks :: d20srd.org</a></p><p></p><p>Ok, yeah there's definitely some... well, for me it's "stupidity", but let's call it needless complication ... going on there. Stuff that "Turning Damage" for a lark. Hmmmm.</p><p></p><p>Now, I could always just do a binary single roll and the entire group saves or fails. That's right in line with the kind of thing I'm willing to do. But, players like rolling dice. A lot more than I do at times. So, instead why don't I hijack the "Players roll all the dice" option, since that's more what I was picturing:</p><p><a href="http://www.d20srd.org/srd/variant/adventuring/playersRollAllTheDice.htm" target="_blank">Players Roll All The Dice :: d20srd.org</a></p><p></p><p>Ok, now the saving throw an undead usually has to make is 10+ 1/2 the cleric's level + CHA mod. Crap. So, we'll say it's a 4th level cleric with an 18 CHA. That means the DC is going to be 16. Intelligent ones use Will, stupid ones use Fort. Ghouls are smart, so they use Will which is a +5. Means they need to come up with an 11 or better in order to save.</p><p></p><p>Ok, if I turn around and set the base Turn roll as 11+saving throw, that means that a Ghoul would have a Turn score of 16.</p><p></p><p>The player rolls a d20 and adds their CHA bonus and 1/2 their level to the roll. Which means Joebob the Cleric needs to roll a 10.</p><p></p><p>I think I'm fine with that.</p><p></p><p>So... yeah, unless that's going to blow up in my face, I think _that_ is how I'm going to handle the Turning thing. Keep it basically like Trailblazer has it, but let the cleric roll against the number just like an attack. If the group wants to have it be against each individual critter, then the cleric can knock themselves out rolling dice. Otherwise, he can make a toss and it's done. In the case of a mixed group... I'd be inclined to just let the one roll stand as is; that of course is going to be something that varies from GM to GM.</p><p></p><p>Soooooo.... *shrug* ... I dunno. I'm not sure it's smarter than the average bear there, but it _feels_ to me like it'd be easier without throwing a whole lot of stuff out of whack. This was the sort of thing I was picturing when I (apparently erroneously) referred to something "more like the SRD rules". I must have been sniffing some fermented honey or something.</p><p></p><p>Thanks for following along folks and if I'm out in la-la land, please dear lord tell me.</p></blockquote><p></p>
[QUOTE="Scurvy_Platypus, post: 4915388, member: 43283"] Errr... I didn't think I'd be doing that... lessee what sort of stupidity I get up to in the next quote response... Oh good lord no. I'm dumber than a sack full'a hammers. Here, I'll prove it and show off how I've never played a cleric either. Bear with me as I ramble aloud and flip around a bit: Ok, page 103 of Trailblazer talks about Turn Undead. It mentions "All undead within the area of effect must make a save against turning (see below). You can’t turn undead that have total cover relative to you. You don’t need line of sight to a target, but you do need line of effect." That combined with the above comments makes me think that _each_ undead is making a separate saving throw. In other words, if I've got a pack of.. I dunno, let's say 8 Ghouls, then each of those suckers is going to be making a saving throw. Oh, but hang on... you mentioned rolling twice and Turning damage... Ok, so I look over at the d20 SRD: [url=http://www.d20srd.org/srd/combat/specialAttacks.htm#tableTurningUndead]Special Attacks :: d20srd.org[/url] Ok, yeah there's definitely some... well, for me it's "stupidity", but let's call it needless complication ... going on there. Stuff that "Turning Damage" for a lark. Hmmmm. Now, I could always just do a binary single roll and the entire group saves or fails. That's right in line with the kind of thing I'm willing to do. But, players like rolling dice. A lot more than I do at times. So, instead why don't I hijack the "Players roll all the dice" option, since that's more what I was picturing: [url=http://www.d20srd.org/srd/variant/adventuring/playersRollAllTheDice.htm]Players Roll All The Dice :: d20srd.org[/url] Ok, now the saving throw an undead usually has to make is 10+ 1/2 the cleric's level + CHA mod. Crap. So, we'll say it's a 4th level cleric with an 18 CHA. That means the DC is going to be 16. Intelligent ones use Will, stupid ones use Fort. Ghouls are smart, so they use Will which is a +5. Means they need to come up with an 11 or better in order to save. Ok, if I turn around and set the base Turn roll as 11+saving throw, that means that a Ghoul would have a Turn score of 16. The player rolls a d20 and adds their CHA bonus and 1/2 their level to the roll. Which means Joebob the Cleric needs to roll a 10. I think I'm fine with that. So... yeah, unless that's going to blow up in my face, I think _that_ is how I'm going to handle the Turning thing. Keep it basically like Trailblazer has it, but let the cleric roll against the number just like an attack. If the group wants to have it be against each individual critter, then the cleric can knock themselves out rolling dice. Otherwise, he can make a toss and it's done. In the case of a mixed group... I'd be inclined to just let the one roll stand as is; that of course is going to be something that varies from GM to GM. Soooooo.... *shrug* ... I dunno. I'm not sure it's smarter than the average bear there, but it _feels_ to me like it'd be easier without throwing a whole lot of stuff out of whack. This was the sort of thing I was picturing when I (apparently erroneously) referred to something "more like the SRD rules". I must have been sniffing some fermented honey or something. Thanks for following along folks and if I'm out in la-la land, please dear lord tell me. [/QUOTE]
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[Trailblazer] Turn Undead
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