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Which edition did Turn Undead the best?
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<blockquote data-quote="AlexofBarbaria" data-source="post: 9574548" data-attributes="member: 7035226"><p>I'll start off with a review of Turn Undead across the editions.</p><p></p><p><span style="font-size: 18px"><strong>Original D&D</strong></span></p><p>Turn Undead is handled using a table that compares the Cleric’s level to the undead type. The result is a target number (7, 9, or 11) that must be matched or exceeded on 2d6. A "T" means an automatic turn, while a "D" result "dispells/dissolves" the undead. "N" indicates the undead is too powerful to turn.</p><p></p><p>If turning was successful, 2d6 determines how many creatures are affected.</p><p></p><p>[ATTACH=full]395136[/ATTACH]</p><p></p><p>The rules don't specify:</p><p>a) how to handle mixed groups of undead, </p><p>b) how long they're turned for,</p><p>c) the ability’s range,</p><p>d) whether a Cleric can attack and turn in the same round, or</p><p>e) whether a Cleric can try to Turn multiple times in the same encounter</p><p></p><p></p><p><span style="font-size: 18px"><strong>Basic D&D</strong></span></p><p>Turning is fundamentally the same as in OD&D, with one big difference: the second 2d6 roll now indicates how many Hit Dice are affected, not the number of creatures.</p><p></p><p>The rules state that Clerics "may attempt to Turn the monster instead of fighting it" (Moldvay Basic B9), which implies they can't turn and attack in the same round. Turning range and duration still aren't specified, nor whether the Cleric is allowed multiple attempts in the same encounter.</p><p></p><p></p><p><strong><strong><span style="font-size: 18px"><strong>AD&D 1e</strong></span></strong></strong></p><p>Turning is still resolved with a table comparing Cleric level with Undead type, except now a d20 is used instead of 2d6. The increased granularity allows a wider spread of target numbers for a given Cleric level. As before, T indicates the undead are automatically turned, D means they're destroyed.</p><p></p><p>1-12 undead are affected if successful. If the cleric is much higher level than the undead, 7-12 are destroyed instead (the D* result in the table below). Turned undead flee for "not less than 3 nor more than 12 rounds" (DMG p. 76).</p><p></p><p>[ATTACH=full]395137[/ATTACH]</p><p></p><p>The rules for handling mixed groups of undead and multiple turning attempts are tough to parse, so I'll provide the text (DMG p. 65) and then my interpretation afterwards:</p><p></p><p>My interpretation: </p><p>A Cleric attempting to turn multiple types makes a single d20 roll. The result is checked separately for each undead type to determine which are affected. If any are turned, 1d12 is rolled for the number of creatures, starting with the lowest affected type and working up.</p><p></p><p>The Cleric may attempt to turn again next round as long as at least one type was affected. However, the DM may rule that weaker types can't be turned separately from more powerful ones.</p><p></p><p>e.g. A level 6 Cleric encounters 1 vampire, 3 ghasts and 8 ghouls. The DM decides the ghouls and ghasts aren't really serving the vampire and can be turned separately.</p><ul> <li data-xf-list-type="ul">round 1: The Cleric attempts to Turn and rolls a 12. Reading down the level 6 column, the ghouls and ghasts are turned, but not the vampire. d12 is rolled for the number affected, with a result of 5. The lower types are affected first, so 5 ghouls are turned. 3 ghouls, 3 ghasts and the vampire are left.</li> <li data-xf-list-type="ul">round 2: Because at least 1 type was turned last round, the Cleric can try again and rolls 15. The ghouls and ghasts are affected again. The d12 roll this time is 4. The 3 remaining ghouls are turned and 1 of the ghasts. 2 ghasts and the vampire remain.</li> <li data-xf-list-type="ul">round 3: The Cleric can keep turning, because they haven't failed yet. They roll a 5. Neither the remaining ghasts nor vampire are turned. Because this turning attempt totally failed, the Cleric can't try again for the rest of the encounter.</li> </ul><p>Evil clerics cause turned creatures to take a neutral or friendly attitude according to a reaction roll. Neutral undead ignore the cleric; friendly ones will follow and "join the adventure". A D result indicates automatic friendly status. Evil clerics also have the ability to turn paladins of lower level (e.g. level 1-2 paladins are considered equivalent to Mummies for turning purposes).</p><p></p><p><strong><span style="font-size: 18px"><strong>AD&D 2e</strong></span></strong></p><p>Very similar to 1e, with one big difference: the Cleric can only try to turn once per encounter, even against mixed groups of undead. This significantly reduces the total number that can be turned when multiple types are present and boosts the "padding" lower types offer to higher types.</p><p></p><p>Evil priests can attempt to command undead instead of turn them. They can also turn paladins, but the attempt if made as if the priest were three levels lower.</p><p></p><p><strong><strong><strong><strong><span style="font-size: 18px"><strong>D&D 3e/d20</strong></span></strong></strong></strong></strong></p><p>Turning difficulty is now based directly on undead HD, not type. Also, Clerics have a limited number of Turn attempts per day (3 + Charisma modifier).</p><p></p><p>We still need to consult a table to determine success. This time the result of a Charisma check indicates the most powerful undead that can be affected.</p><p></p><p>[ATTACH=full]395144[/ATTACH]</p><p></p><p>As long as at least some of the undead present are under this limit, we roll 2d6 + Cleric level + Charisma modifier for "Turning Damage" (the total hit dice affected). Unlike previous editions, weaker undead aren't necessarily turned first; whichever is closest is turned first.</p><p></p><p>If the Cleric's level is twice or more the undead's hit dice, they're destroyed instead of turned (so a level 2 Cleric destroys 1 HD skeletons).</p><p></p><p>Evil clerics rebuke/command the undead instead of turning/destroying them. A rebuked creature cowers, and a commanded one falls under the control of the evil cleric. Evil clerics can command up to their level in hit dice of undead.</p><p></p><p>There are no rules allowing evil Clerics to turn Paladins.</p><p></p><p><strong><strong><strong><strong><strong><span style="font-size: 18px"><strong>D&D 4e</strong></span></strong></strong></strong></strong></strong></p><p>Turn Undead becomes a Close Burst Encounter power for Clerics. If their Wisdom attack hits the undead's Will defense, they take 1d10 + Wisdom modifier radiant damage, are pushed back 3 squares + the Cleric's Charisma modifier, and are immobilized for the rest of the round. Higher level Clerics deal more damage. On a miss the target still takes half damage.</p><p></p><p>[ATTACH=full]395147[/ATTACH]</p><p></p><p></p><p><strong><strong><strong><strong><strong><strong><span style="font-size: 18px"><strong>D&D 5e</strong></span></strong></strong></strong></strong></strong></strong></p><p>Turn Undead is treated essentially like a spell. Clerics can use their Channel Divinity ability to turn undead once per short or long rest (gaining additional uses at higher levels). Each undead within 30 feet makes a Wisdom saving throw vs. the Cleric's spell save DC (8 + Wisdom modifier + proficiency modifier). If the undead fails, they must flee for 1 minute or until they're attacked.</p><p></p><p>At higher Cleric levels, Turning destroys undead of certain CRs or lower, starting at CR 1/2 at level 5, up to CR 4 at level 17.</p><p></p><p>Each undead rolls a separate saving throw, with no limit on the number affected (as long as they're within range). So larger groups are no harder to turn than single creatures.</p><p></p><p>Evil Clerics don't have the ability to control rather than turn undead, nor to turn Paladins.</p></blockquote><p></p>
[QUOTE="AlexofBarbaria, post: 9574548, member: 7035226"] I'll start off with a review of Turn Undead across the editions. [SIZE=5][B]Original D&D[/B][/SIZE] Turn Undead is handled using a table that compares the Cleric’s level to the undead type. The result is a target number (7, 9, or 11) that must be matched or exceeded on 2d6. A "T" means an automatic turn, while a "D" result "dispells/dissolves" the undead. "N" indicates the undead is too powerful to turn. If turning was successful, 2d6 determines how many creatures are affected. [ATTACH type="full" size="519x349"]395136[/ATTACH] The rules don't specify: a) how to handle mixed groups of undead, b) how long they're turned for, c) the ability’s range, d) whether a Cleric can attack and turn in the same round, or e) whether a Cleric can try to Turn multiple times in the same encounter [SIZE=5][B]Basic D&D[/B][/SIZE] Turning is fundamentally the same as in OD&D, with one big difference: the second 2d6 roll now indicates how many Hit Dice are affected, not the number of creatures. The rules state that Clerics "may attempt to Turn the monster instead of fighting it" (Moldvay Basic B9), which implies they can't turn and attack in the same round. Turning range and duration still aren't specified, nor whether the Cleric is allowed multiple attempts in the same encounter. [B][B][SIZE=5][B]AD&D 1e[/B][/SIZE][/B][/B] Turning is still resolved with a table comparing Cleric level with Undead type, except now a d20 is used instead of 2d6. The increased granularity allows a wider spread of target numbers for a given Cleric level. As before, T indicates the undead are automatically turned, D means they're destroyed. 1-12 undead are affected if successful. If the cleric is much higher level than the undead, 7-12 are destroyed instead (the D* result in the table below). Turned undead flee for "not less than 3 nor more than 12 rounds" (DMG p. 76). [ATTACH type="full" width="407px" size="332x226"]395137[/ATTACH] The rules for handling mixed groups of undead and multiple turning attempts are tough to parse, so I'll provide the text (DMG p. 65) and then my interpretation afterwards: My interpretation: A Cleric attempting to turn multiple types makes a single d20 roll. The result is checked separately for each undead type to determine which are affected. If any are turned, 1d12 is rolled for the number of creatures, starting with the lowest affected type and working up. The Cleric may attempt to turn again next round as long as at least one type was affected. However, the DM may rule that weaker types can't be turned separately from more powerful ones. e.g. A level 6 Cleric encounters 1 vampire, 3 ghasts and 8 ghouls. The DM decides the ghouls and ghasts aren't really serving the vampire and can be turned separately. [LIST] [*]round 1: The Cleric attempts to Turn and rolls a 12. Reading down the level 6 column, the ghouls and ghasts are turned, but not the vampire. d12 is rolled for the number affected, with a result of 5. The lower types are affected first, so 5 ghouls are turned. 3 ghouls, 3 ghasts and the vampire are left. [*]round 2: Because at least 1 type was turned last round, the Cleric can try again and rolls 15. The ghouls and ghasts are affected again. The d12 roll this time is 4. The 3 remaining ghouls are turned and 1 of the ghasts. 2 ghasts and the vampire remain. [*]round 3: The Cleric can keep turning, because they haven't failed yet. They roll a 5. Neither the remaining ghasts nor vampire are turned. Because this turning attempt totally failed, the Cleric can't try again for the rest of the encounter. [/LIST] Evil clerics cause turned creatures to take a neutral or friendly attitude according to a reaction roll. Neutral undead ignore the cleric; friendly ones will follow and "join the adventure". A D result indicates automatic friendly status. Evil clerics also have the ability to turn paladins of lower level (e.g. level 1-2 paladins are considered equivalent to Mummies for turning purposes). [B][SIZE=5][B]AD&D 2e[/B][/SIZE][/B] Very similar to 1e, with one big difference: the Cleric can only try to turn once per encounter, even against mixed groups of undead. This significantly reduces the total number that can be turned when multiple types are present and boosts the "padding" lower types offer to higher types. Evil priests can attempt to command undead instead of turn them. They can also turn paladins, but the attempt if made as if the priest were three levels lower. [B][B][B][B][SIZE=5][B]D&D 3e/d20[/B][/SIZE][/B][/B][/B][/B] Turning difficulty is now based directly on undead HD, not type. Also, Clerics have a limited number of Turn attempts per day (3 + Charisma modifier). We still need to consult a table to determine success. This time the result of a Charisma check indicates the most powerful undead that can be affected. [ATTACH type="full" size="386x282"]395144[/ATTACH] As long as at least some of the undead present are under this limit, we roll 2d6 + Cleric level + Charisma modifier for "Turning Damage" (the total hit dice affected). Unlike previous editions, weaker undead aren't necessarily turned first; whichever is closest is turned first. If the Cleric's level is twice or more the undead's hit dice, they're destroyed instead of turned (so a level 2 Cleric destroys 1 HD skeletons). Evil clerics rebuke/command the undead instead of turning/destroying them. A rebuked creature cowers, and a commanded one falls under the control of the evil cleric. Evil clerics can command up to their level in hit dice of undead. There are no rules allowing evil Clerics to turn Paladins. [B][B][B][B][B][SIZE=5][B]D&D 4e[/B][/SIZE][/B][/B][/B][/B][/B] Turn Undead becomes a Close Burst Encounter power for Clerics. If their Wisdom attack hits the undead's Will defense, they take 1d10 + Wisdom modifier radiant damage, are pushed back 3 squares + the Cleric's Charisma modifier, and are immobilized for the rest of the round. Higher level Clerics deal more damage. On a miss the target still takes half damage. [ATTACH type="full" width="348px" size="455x641"]395147[/ATTACH] [B][B][B][B][B][B][SIZE=5][B]D&D 5e[/B][/SIZE][/B][/B][/B][/B][/B][/B] Turn Undead is treated essentially like a spell. Clerics can use their Channel Divinity ability to turn undead once per short or long rest (gaining additional uses at higher levels). Each undead within 30 feet makes a Wisdom saving throw vs. the Cleric's spell save DC (8 + Wisdom modifier + proficiency modifier). If the undead fails, they must flee for 1 minute or until they're attacked. At higher Cleric levels, Turning destroys undead of certain CRs or lower, starting at CR 1/2 at level 5, up to CR 4 at level 17. Each undead rolls a separate saving throw, with no limit on the number affected (as long as they're within range). So larger groups are no harder to turn than single creatures. Evil Clerics don't have the ability to control rather than turn undead, nor to turn Paladins. [/QUOTE]
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