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<blockquote data-quote="erucsbo" data-source="post: 4701824" data-attributes="member: 40110"><p><strong>Turn-nerfing in N</strong></p><p></p><p>Party is trying to find the soul of one of the PCs in N (he drew the Void from a DoMT and I ruled that it got stuck in the tomb - bwahaha).</p><p>They are therefore perhaps doing a little more exploring than otherwise would be the case, but that is a side-issue.</p><p>They have cast Invisibility to Undead - which essentially bypasses the Skeleton Hordes etc, and landed them up against Vinnara's Dread Wraiths as the first test of turning. Poor turning rolls meant that it was a while before they got a success, during which time the fighter (with a ghost touch bastard sword) and paladin (sun blade - when it affected them) duly did the majority of dispatching.</p><p>When a high enough roll was made and I responded with - they don't flee, they just take some damage (as per the Fearless Encounter condition), there was a near riot.</p><p>The Unhallowed and Desecration aspects we can live with as they are modifiers to the effective DC of the turns, but Fearless *breaks* turning, denying the clerics their major power to deal with undead in an undead infested environment, and messing with a core game mechanic.</p><p>I'm considering just having the turn hedge the undead away outside a particular radius and if it would have destroyed the undead, perhaps incapacitate them instead, but want to hear what others have done.</p><p>I can't be alone in noting how badly clerics get screwed over in the Tomb wrt to turning - especially considering that Desecration 4, Unhallowed 6 and Fearless are the *default* condition of the entire tomb.</p><p> </p><p>Suggestions readily welcomed.</p></blockquote><p></p>
[QUOTE="erucsbo, post: 4701824, member: 40110"] [b]Turn-nerfing in N[/b] Party is trying to find the soul of one of the PCs in N (he drew the Void from a DoMT and I ruled that it got stuck in the tomb - bwahaha). They are therefore perhaps doing a little more exploring than otherwise would be the case, but that is a side-issue. They have cast Invisibility to Undead - which essentially bypasses the Skeleton Hordes etc, and landed them up against Vinnara's Dread Wraiths as the first test of turning. Poor turning rolls meant that it was a while before they got a success, during which time the fighter (with a ghost touch bastard sword) and paladin (sun blade - when it affected them) duly did the majority of dispatching. When a high enough roll was made and I responded with - they don't flee, they just take some damage (as per the Fearless Encounter condition), there was a near riot. The Unhallowed and Desecration aspects we can live with as they are modifiers to the effective DC of the turns, but Fearless *breaks* turning, denying the clerics their major power to deal with undead in an undead infested environment, and messing with a core game mechanic. I'm considering just having the turn hedge the undead away outside a particular radius and if it would have destroyed the undead, perhaps incapacitate them instead, but want to hear what others have done. I can't be alone in noting how badly clerics get screwed over in the Tomb wrt to turning - especially considering that Desecration 4, Unhallowed 6 and Fearless are the *default* condition of the entire tomb. Suggestions readily welcomed. [/QUOTE]
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