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Turning Mechanic
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<blockquote data-quote="Infinite Monkey" data-source="post: 18514" data-attributes="member: 968"><p>I like that. Its soooooo much simpler to remember. But how does it affect multiple undead? Do you roll to turn every undead within range, or use one roll for them all or what? POssibly you could add somthing like this:</p><p></p><p>Roll the check. The check (if succesful) affects one undead plus one per 2 points above the DC rolled. Any points aboce the DC left over from affecting extra undead are used to increase the power of the turning. THe cleric can voluntarily affect less undead in order to increase the affect against the affected ones.</p><p></p><p></p><p>eg. bob the cleric is attacked by 3 wights with a turn DC of 17. He attempts to turn them and rolls a 27. Because this is 10 over the required DC he can either :</p><p>1) turn all three undead as if he rolled 6 (10 points over - 4 for the two extra undead) over the DC, so they won't attack him.</p><p>2) turn 1 undead as if he rolled 10 over the check, causing that one to run away, but not affecting the other two.</p><p></p><p>Also, just from eyeballing the DCs, I would probably reduce the amounts to get better results (run away and destroyed) to 5 and 10.</p></blockquote><p></p>
[QUOTE="Infinite Monkey, post: 18514, member: 968"] I like that. Its soooooo much simpler to remember. But how does it affect multiple undead? Do you roll to turn every undead within range, or use one roll for them all or what? POssibly you could add somthing like this: Roll the check. The check (if succesful) affects one undead plus one per 2 points above the DC rolled. Any points aboce the DC left over from affecting extra undead are used to increase the power of the turning. THe cleric can voluntarily affect less undead in order to increase the affect against the affected ones. eg. bob the cleric is attacked by 3 wights with a turn DC of 17. He attempts to turn them and rolls a 27. Because this is 10 over the required DC he can either : 1) turn all three undead as if he rolled 6 (10 points over - 4 for the two extra undead) over the DC, so they won't attack him. 2) turn 1 undead as if he rolled 10 over the check, causing that one to run away, but not affecting the other two. Also, just from eyeballing the DCs, I would probably reduce the amounts to get better results (run away and destroyed) to 5 and 10. [/QUOTE]
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