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<blockquote data-quote="Bladesong" data-source="post: 1825633" data-attributes="member: 20800"><p>Kerrick, 'misses' was in quotes for a reason, but rather than try to explain what that means just understand that if the cleric's attack roll is not high enough to fully affect the undead, the undead only takes half damage. To put it in terms those of you who are not using the "Players make all the rolls" idea from Unearthed Arcana might understand: it is the same as if the undead failed its saving throw, so it takes only half damage which is right in line with burst effects. Sorry if I confused anyone.</p><p></p><p>It is all about the "feel" or "flavor" of the game. My group was tired of having to encounter the same undead over and over because of the effects of turning. They love this damage method and never want to go back. The only thing that needs help is the amount of damage. A d6 per level was too much. 2d6 + level + CHR modifier does not seem to be enough at higher levels, so I am looking for non-complicated options. The level * CHR modifier is promising. I was also thinking that a d6 could be added at each level break of 5 (i.e. 5th, 10th, 15th, and 20th). So at 15th level damage would be 4d6 + cleric level + CHR modifier. Any way, that is why I am here reading these; you all have good ideas whether you know it or not.</p></blockquote><p></p>
[QUOTE="Bladesong, post: 1825633, member: 20800"] Kerrick, 'misses' was in quotes for a reason, but rather than try to explain what that means just understand that if the cleric's attack roll is not high enough to fully affect the undead, the undead only takes half damage. To put it in terms those of you who are not using the "Players make all the rolls" idea from Unearthed Arcana might understand: it is the same as if the undead failed its saving throw, so it takes only half damage which is right in line with burst effects. Sorry if I confused anyone. It is all about the "feel" or "flavor" of the game. My group was tired of having to encounter the same undead over and over because of the effects of turning. They love this damage method and never want to go back. The only thing that needs help is the amount of damage. A d6 per level was too much. 2d6 + level + CHR modifier does not seem to be enough at higher levels, so I am looking for non-complicated options. The level * CHR modifier is promising. I was also thinking that a d6 could be added at each level break of 5 (i.e. 5th, 10th, 15th, and 20th). So at 15th level damage would be 4d6 + cleric level + CHR modifier. Any way, that is why I am here reading these; you all have good ideas whether you know it or not. [/QUOTE]
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