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Turning Undead too powerful?
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<blockquote data-quote="Madfox" data-source="post: 205173" data-attributes="member: 1714"><p>Turning is powerful, but it is pretty easy to circumvent for intelligent opposition. This is especially true when the players are not paying attention. There are four basic tactics when the PCs are fighting undead that downturn turning:</p><p>1) Always make sure the undead can run away as opposed to being forced into a corner. Then as a DM do not forget that these undead will most likely return after 10 rounds.</p><p>2) Send in the lesser undead who the PCs can defeat without turning and only after a few times send in the more powerful ones.</p><p>3) Attack the cleric as quickly as possible, preferably with level draining attacks.</p><p>4) Make sure you have got evil clerics at your side and do not forget to bolster the undead. I remember a scene in which my players where real scared of a couple of normal skeletons, becuase they could not be turned by the 5th lvl cleric. The players did not realize the skeletons were bolstered and that they were standing in a unhallowed area. They thought they were facing 6 HD skeletons instead of the normal 1 HD one.</p><p></p><p>Also remember the following things. Never, ever forget turn resistance and note that this is in the number crunching bit and NOT the description. I am stating this, because in the beginning I forgot this as well. Ghouls and ghasts have got a turn resistance of +2, meaning that a 4th lvl cleric would need a 10+ to turn them. Wights are more powerful, so I am a bit surprised at the number of 7+. When the turning attempts fail -and they do fail now and then- undead can really hurt. I remember a battle against 10 ghouls, and the 5th lvl cleric failed 5 turn attempts even though a roll of 5+ would have been enough to turn them.</p><p></p><p>Question for those out there: Does turn resistance also increase the HD for determining the amount of undead turned?</p></blockquote><p></p>
[QUOTE="Madfox, post: 205173, member: 1714"] Turning is powerful, but it is pretty easy to circumvent for intelligent opposition. This is especially true when the players are not paying attention. There are four basic tactics when the PCs are fighting undead that downturn turning: 1) Always make sure the undead can run away as opposed to being forced into a corner. Then as a DM do not forget that these undead will most likely return after 10 rounds. 2) Send in the lesser undead who the PCs can defeat without turning and only after a few times send in the more powerful ones. 3) Attack the cleric as quickly as possible, preferably with level draining attacks. 4) Make sure you have got evil clerics at your side and do not forget to bolster the undead. I remember a scene in which my players where real scared of a couple of normal skeletons, becuase they could not be turned by the 5th lvl cleric. The players did not realize the skeletons were bolstered and that they were standing in a unhallowed area. They thought they were facing 6 HD skeletons instead of the normal 1 HD one. Also remember the following things. Never, ever forget turn resistance and note that this is in the number crunching bit and NOT the description. I am stating this, because in the beginning I forgot this as well. Ghouls and ghasts have got a turn resistance of +2, meaning that a 4th lvl cleric would need a 10+ to turn them. Wights are more powerful, so I am a bit surprised at the number of 7+. When the turning attempts fail -and they do fail now and then- undead can really hurt. I remember a battle against 10 ghouls, and the 5th lvl cleric failed 5 turn attempts even though a roll of 5+ would have been enough to turn them. Question for those out there: Does turn resistance also increase the HD for determining the amount of undead turned? [/QUOTE]
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