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Turning Variant
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<blockquote data-quote="comrade raoul" data-source="post: 2912390" data-attributes="member: 554"><p>Both right on target (as usual, for you). I agree with you about restricting the targeting, both for the reason you give and because it seems worthwhile to keep revised turning rules as close to the original rules as possible, and my original system deviated from them unnecessary.</p><p></p><p>On the other hand, allowing one roll for a bunch of similar critters meanns that it might be tough to fix the DC for the group -- allowing one roll at the unmodified 10 + HD DC means that it would become very easy for a mid-level cleric to turn, say, any amount of wights, and increasing the DC by some amount would (a) require adding at least more complexity to the revised turning rules, since you'd have to set some new criterion for doing so and (b) make turning more of all-or-nothing affair: either you turn all of the wights or or none of them. So I like Dream Chaser's suggestion, and here, for the record, is the revised version: <ul> <li data-xf-list-type="ul">When you turn undead, you initially affect the closest undead creature within 60 feet. Make a turning check, adding 1d20 + your cleric level + your Charisma modifier against a DC equal to 10 + the creature's hit dice. If you succeed, you turn the creature, and it runs away from you as normal, yelping or groaning to whatever extent that its profane anatomy permits. If you have at least twice as many cleric levels as a creature you turn has hit dice, you destroy the creature instead.</li> <li data-xf-list-type="ul">After attempting to turn one creature, you can attempt to turn the next closest undead creature within range. Use the same turning check result against all other creatures you affect, but increase the DC by 2 for each undead creature you have <em>successfully</em> turned on that turning attempt.</li> </ul><p>Much depends on the result of the initial turning check, then, but I'm okay with that.</p></blockquote><p></p>
[QUOTE="comrade raoul, post: 2912390, member: 554"] Both right on target (as usual, for you). I agree with you about restricting the targeting, both for the reason you give and because it seems worthwhile to keep revised turning rules as close to the original rules as possible, and my original system deviated from them unnecessary. On the other hand, allowing one roll for a bunch of similar critters meanns that it might be tough to fix the DC for the group -- allowing one roll at the unmodified 10 + HD DC means that it would become very easy for a mid-level cleric to turn, say, any amount of wights, and increasing the DC by some amount would (a) require adding at least more complexity to the revised turning rules, since you'd have to set some new criterion for doing so and (b) make turning more of all-or-nothing affair: either you turn all of the wights or or none of them. So I like Dream Chaser's suggestion, and here, for the record, is the revised version:[list][*]When you turn undead, you initially affect the closest undead creature within 60 feet. Make a turning check, adding 1d20 + your cleric level + your Charisma modifier against a DC equal to 10 + the creature's hit dice. If you succeed, you turn the creature, and it runs away from you as normal, yelping or groaning to whatever extent that its profane anatomy permits. If you have at least twice as many cleric levels as a creature you turn has hit dice, you destroy the creature instead.[*]After attempting to turn one creature, you can attempt to turn the next closest undead creature within range. Use the same turning check result against all other creatures you affect, but increase the DC by 2 for each undead creature you have [i]successfully[/i] turned on that turning attempt.[/list]Much depends on the result of the initial turning check, then, but I'm okay with that. [/QUOTE]
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