tag:blogger.com,1999:blog-7372646503928378490.post8921548391073304147..comments2023-10-17T15:45:04.861+01:00Comments on Silver Blade Adventures: [Article] Turning AbilityAnonymoushttp://www.blogger.com/profile/05646247954542936623noreply@blogger.comBlogger4125tag:blogger.com,1999:blog-7372646503928378490.post-73673119552013593842011-02-02T18:36:03.077+00:002011-02-02T18:36:03.077+00:00Hey Veleran! Yeah, it is interesting that the Holm...Hey Veleran! Yeah, it is interesting that the Holmes version actually follows OD&D in the number of undead, rather than hit dice, which is also the case in AD&D. The big change is definitely where AD&D makes it "per encounter", whilst D&D 1981+ makes it an unlimited ability with much lesser potential effect against more powerful undead. I can see the virtues in both, but am still bereft of a best fit!Anonymoushttps://www.blogger.com/profile/05646247954542936623noreply@blogger.comtag:blogger.com,1999:blog-7372646503928378490.post-52193416969425100382011-01-29T04:50:58.104+00:002011-01-29T04:50:58.104+00:00As I long ago decided that Turning Undead was in a...As I long ago decided that Turning Undead was in all likelihood a morale check,(the other possibilities being some kind of an attempt at summoning Godly energy[and maybe failing!?!?] or perhaps a willpower test between the Undead and the Deity...) I changed the ability to simply ward off a number of Undead equal to Wisdom, with the proviso that no creature with HD greater than twice her/his level can be affected, providing the Cleric is in good standing with their God(ess). <br /><br />Have you noticed that Turning in Holmes is different from most editions? When the Cleric succeeds in Turning/Dispelling(outside of rules scope!), he /she rolls to see how MANY are turned away, not how many HD are affected!<br /><br />Great analysis of the Cleric's genesis and the ability most people associate with them. Turning's always been a fascination with my group, stemming from its usefulness. It's weird that it appears as a spell-like ability in more and more games now...velaranhttps://www.blogger.com/profile/15689908090884198784noreply@blogger.comtag:blogger.com,1999:blog-7372646503928378490.post-44293275389398250812011-01-17T23:46:49.229+00:002011-01-17T23:46:49.229+00:00Welcome, Jovial Priest! I am glad that you enjoyed...Welcome, Jovial Priest! I am glad that you enjoyed the article and I shall certainly take a look at the two items you mention.<br /><br />I generally think that the outright destruction of undead seems at variance with it conceptually as a morale test in the context of an adventure game (as opposed to a war game). I think second edition very much presents the turning ability as a sort of warded area, which would correspond with the adjustment you are considering. Definitely an interesting subject to think about, and with barely even touching on how evil clerics might operate!Anonymoushttps://www.blogger.com/profile/05646247954542936623noreply@blogger.comtag:blogger.com,1999:blog-7372646503928378490.post-49947903655608855612011-01-17T22:13:58.610+00:002011-01-17T22:13:58.610+00:00Really enjoyed the article. I think I share a simi...Really enjoyed the article. I think I share a similar approach to the rules as you do and you might enjoy my current poll on henchmen (I read that post as well) and my retrospectives on ability scores.<br /><br />As for undead, I'm toying with downgrading the cleric turn ability to simply holding at bay. Which only at higher levels leads to the undead fleeing ie the traditional 'turn'. I just like the thought of the characters in a graveyard completely surrounded by undead, who are just waiting for the cleric's 'hold unholy at bay' power to wane. B/X Blackrazor in his companion rules introduces greater undead which can't be turned. I like that as well.<br />Thanks for the retrospective and ideas.The Jovial Priesthttps://www.blogger.com/profile/00160018433070823408noreply@blogger.com