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 Post subject: Turn Unholy (pp 22-24)
PostPosted: Wed Jun 08, 2011 7:05 am 
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Far-Sighted Wanderer

Joined: Wed Jun 08, 2011 6:49 am
Posts: 25
All mundane animals are unholy to Neutral clerics (p24), yet Neutral clerics "may be druids who worship the oneness of nature" (p20) and 'Druid' is a level title (p23).

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 Post subject: Re: Turn Unholy (pp 22-24)
PostPosted: Wed Jun 08, 2011 8:14 am 
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Chaos-Summoning Sorcerer

Joined: Mon Mar 14, 2011 5:28 am
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I think the cleric can always forgo "Damage" result in the turning in which case the cleric is merely driving off the animals.


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 Post subject: Re: Turn Unholy (pp 22-24)
PostPosted: Wed Jun 08, 2011 8:40 am 
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Tight-Lipped Warlock

Joined: Fri Jan 28, 2011 2:52 pm
Posts: 1084
Outside of Lawful clerics, I think "turning" is really off for Clerics. I don't think Neutral clerics get the same bang for their buck by "turning" woodland creatures. Other options I'd consider is allowing Neutral clerics to turn fae creatures. Inverting the results to allow Neutral Clerics to call (as well as turn) woodland creatures.

And possibly allowing Chaotic Clerics to "hold" or "control" undead creatures -- at reduced efficacy of course.

It doesn't seem equal that Lawful Clerics turn undead and demons while Neutral Clerics turn wolves and sparrows and Chaotic Clerics turn unicorns and retainers.

Maybe rolls to summon function at two die types lower? So a d12 or d14?

Maybe rolls to control function at one die type lower? So a d16? And the controlling caster has to spend one "action" maintaining control over the undead? But maybe the controlled can their hit die or under on a d8 to break control? And get a chance to do so each round?


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 Post subject: Re: Turn Unholy (pp 22-24)
PostPosted: Wed Jun 08, 2011 9:31 am 
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Cold-Hearted Immortal
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Joined: Fri Jun 26, 2009 5:42 am
Posts: 2257
Location: Chicago suburbs
smathis wrote:
It doesn't seem equal that Lawful Clerics turn undead and demons while Neutral Clerics turn wolves and sparrows and Chaotic Clerics turn unicorns and retainers
No, but I think that it's best to have more advantages for the good guys and fewer for the bad guys. It helps players want to be the good guys.

My son currently has this thing about playing assassins, but he's constantly frustrated that the assassins aren't supermen who can slug it out in battle, backstab at will, and so on. (I think he's been reading those Games Workshop books and maybe assassins in their world can do it all.) Anyway, if assassins are too good everyone wants to play them.

The DCC RPG doesn't intend to balance everything, and to me this is a case where it's a good thing.

Just my two coppers.

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 Post subject: Re: Turn Unholy (pp 22-24)
PostPosted: Wed Jun 08, 2011 12:27 pm 
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Hard-Bitten Adventurer
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Joined: Sat Apr 02, 2011 9:06 pm
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The first thing that comes to mind is to have PCs randomly roll alignment in order to prevent them from trying to exploit the differences that are driven by alignment. I like the differences, but I want to take away the opportunity to munchkinize.

1 = Chaotic
2-5 = Neutral
6 = Lawful

Just an idea that I haven't looked closely at yet.

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