Worst...Idea...Ever


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Turning rules, and any other rules that are completely different from anything else in the game (except for the coin rule).
 

Evilhalfling said:
soulknife as a base class.
-right cause glowing blades of psionic energy should be avalible at 1st level. - all the time
Yes! If it ain't broke, don't fix it.
 

Jdvn1 said:
Turning rules, and any other rules that are completely different from anything else in the game (except for the coin rule).

Turning is weird if you think about it. I have no problems with the concept of turning but it makes Undead enemies kind of difficult to use or plan for. Since a GM knows that a cleric can do lots of turning, putting in some zombies, skeletons and other creatures may not be much of challenge for a group. I think that if a cleric was limited to half as much turning as they currently have it might be a little better.
 

Keeper of Secrets said:
Turning is weird if you think about it. I have no problems with the concept of turning but it makes Undead enemies kind of difficult to use or plan for. Since a GM knows that a cleric can do lots of turning, putting in some zombies, skeletons and other creatures may not be much of challenge for a group. I think that if a cleric was limited to half as much turning as they currently have it might be a little better.
I think it's just done awkwardly. A d20 roll, compare it to a chart, then a few d6's, figure out who's the closest/weakest or whatever, and count HD? It's a bit weird.
 

Keeper of Secrets said:
Turning is weird if you think about it. I have no problems with the concept of turning but it makes Undead enemies kind of difficult to use or plan for. Since a GM knows that a cleric can do lots of turning, putting in some zombies, skeletons and other creatures may not be much of challenge for a group. I think that if a cleric was limited to half as much turning as they currently have it might be a little better.

Or give them more turning attempts, but take away spellcasting and make all their 'miracles' burn turn attempts, like the Divine X series of feats.
 

Jdvn1 said:
I think it's just done awkwardly. A d20 roll, compare it to a chart, then a few d6's, figure out who's the closest/weakest or whatever, and count HD? It's a bit weird.


It's not only weird, it's really inconsistent with all the other fear effects, where some power of yours affects something which then gets a saving throw to see if it runs away or not...

In my game, it's basically now just a boosted circle of protection.

That rule, and gnomes as bards? Huh?
 

Jdvn1 said:
I think it's just done awkwardly. A d20 roll, compare it to a chart, then a few d6's, figure out who's the closest/weakest or whatever, and count HD? It's a bit weird.
That's why I use the turning variant from Complete Divine.
 

jerichothebard said:
It's not only weird, it's really inconsistent with all the other fear effects, where some power of yours affects something which then gets a saving throw to see if it runs away or not...

In my game, it's basically now just a boosted circle of protection.

That rule, and gnomes as bards? Huh?
Is it technically a fear effect?
 

ForceUser said:
That's why I use the turning variant from Complete Divine.
Which is less awkward, yes, but I've always gotten the impression that it's also underpowered.
 

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