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[Trailblazer] Turn Undead
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<blockquote data-quote="Scurvy_Platypus" data-source="post: 4916509" data-attributes="member: 43283"><p>Oh, it's not quite that I have trouble wrapping my head around it... I started playing waaaaaay back in the day. I actually find the new 3.x way of doing it kinda confusing myself. I just happen to be a "Lazy GM" and like to have things run as quick as possible. Having a player make a roll and then having the Undead flee or not... that's nice and easy. I don't roll saves, it seems easier to me to remember, and it uses none of this damage rolling thing. Damage if a Turn is successful? what if it fails? Is it _actual_ damage or just "you can only affect undead this high"? bleh. Too many things to sort through for me. Plus, players like rolling dice. They're a lot more interested in rolling the dice than in watching me roll dice.</p><p> </p><p></p><p></p><p>I personally dig the whole "no HD" thing. Messing with templates and class levels and all that? Uuugh. I mean, templates are a nifty idea but when you're messing around with all this stuff, it's easy to have it all crash into each other and explode in a screaming mess. My approach, I don't have to worry about recalculating the Turn score for an Undead ever, unless I decide to shift it from Unintelligent to Intelligent or simply want to toss some extra Turn Resistance on the critter for whatever reason.</p><p></p><p>I strive to be the Ultimate Lazy GM. I dig running games, I just don't want to do more work than I have to. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite8" alt=":D" title="Big grin :D" loading="lazy" data-shortname=":D" /></p><p></p><p></p><p></p><p>Groovy, good to know I'm not completely off in la-la land then; just trying to get to the other side of that coin you were talking about. The only fear I had was that it'd turn out to be the other side of a coin I wasn't even looking at, which is always vaguely embarrassing.</p><p></p><p>And thanks for the reminder about Turn Resistance.</p></blockquote><p></p>
[QUOTE="Scurvy_Platypus, post: 4916509, member: 43283"] Oh, it's not quite that I have trouble wrapping my head around it... I started playing waaaaaay back in the day. I actually find the new 3.x way of doing it kinda confusing myself. I just happen to be a "Lazy GM" and like to have things run as quick as possible. Having a player make a roll and then having the Undead flee or not... that's nice and easy. I don't roll saves, it seems easier to me to remember, and it uses none of this damage rolling thing. Damage if a Turn is successful? what if it fails? Is it _actual_ damage or just "you can only affect undead this high"? bleh. Too many things to sort through for me. Plus, players like rolling dice. They're a lot more interested in rolling the dice than in watching me roll dice. I personally dig the whole "no HD" thing. Messing with templates and class levels and all that? Uuugh. I mean, templates are a nifty idea but when you're messing around with all this stuff, it's easy to have it all crash into each other and explode in a screaming mess. My approach, I don't have to worry about recalculating the Turn score for an Undead ever, unless I decide to shift it from Unintelligent to Intelligent or simply want to toss some extra Turn Resistance on the critter for whatever reason. I strive to be the Ultimate Lazy GM. I dig running games, I just don't want to do more work than I have to. :D Groovy, good to know I'm not completely off in la-la land then; just trying to get to the other side of that coin you were talking about. The only fear I had was that it'd turn out to be the other side of a coin I wasn't even looking at, which is always vaguely embarrassing. And thanks for the reminder about Turn Resistance. [/QUOTE]
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[Trailblazer] Turn Undead
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