Talk:CR-Based Turning (3.5e Variant Rule)

Ratings
== Turn Resistance ==

Turn Resistance really seems to me like WotC's spot fix for powerful undead having few hit dice. With this rule, such a spot fix is redundant. --Foxwarrior 03:20, 27 July 2012 (UTC)


 * Updated since this comment. Surgo 04:17, 27 July 2012 (UTC)

Turning Damage
Turning damage was a bit underwhelming at higher levels, and remains so here. 2d6 + level + Cha Mod is a bunch of 1 CR creatures at level 1, and maybe 2 CR 20 creatures at level 20. With your other changes, it might make sense to move to a "number affected" or EL style damage roll. In a "number affected" setup, you could affect 2d6 + cha mod creatures, and trade 1 of those at the CR of your check for 2 of them at CR -2, and so on. - Tarkisflux Talk 05:53, 27 July 2012 (UTC)


 * Let's take a high-level example at level 15... 2d6 + 10 + 15 = 32 on average. That's not too bad, you can effectively shut down 2 enemies of your level (or tons of small ones) without too much trouble, which, for a class ability, ain't bad at all. --Ghostwheel 06:12, 27 July 2012 (UTC)


 * Depending on intended balance, that's either meh (since it's type and daily restricted) or decent. It's also substantially worse than it starts, so if you want them to only get 2 or 3 guys with it in general then it's too strong on the bottom end and needs to be toned down there instead. And it doesn't stay that good, since by level 20 your damage is closer to 38 and only 1 enemy of your level on average, and you're not in "ain't bad at all" land anymore. I'm honestly a lot less concerned with getting a bunch of targets than I am with getting something consistent that scales in a not idiotic fashion; I can always bring the target values up or down to hit the intended balance of a game. - Tarkisflux Talk 06:48, 27 July 2012 (UTC)


 * Alternate thought - don't roll the damage at all, just use the CR determined by your check as the EL worth of undead that you turn. - Tarkisflux Talk 06:53, 27 July 2012 (UTC)