Turning Creature

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Dimirag
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Turning Creature

Post Thu Jul 12, 2012 12:50 pm

I want to create some classes that can "turn" define creatures using a table similar to the Turning Undead one but I encounter some big setbacks....
The Turning Undead Table list specific undead monsters instead of specific HD/Levels, this means that if I (or someone else) tries to use the table I (or he) must divide the existing monsters into the 8 categories, not a big deal, but the problems lies with abilities that target creatures or characters having Levels oppose to a flat and never-ascending HD...
So I looked at the tables from AD&D and from the Druid supplement, they are useful but they only reach 10/12HD/Level
While a BFRPG monster can have more than 32HD....
For the moment I created a Turning Table that goes from 1-20 for character level and 1-40 for opponent HD/Level (the table is 20x20 as the HD goes from 2 on 2).
Do I keep this table? Do I use the HD equally as Levels or use a Level corresponding to 2 HD?
Do I divide the 32HD in 8 parts and use the existing table? And give some monsters special "turning resistances"?

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Last edited by Dimirag on Fri May 29, 2015 6:19 pm, edited 5 times in total.
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SmootRK
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Re: Turning Creature

Post Thu Jul 12, 2012 3:23 pm

It would be useful to make a houserule document that does comparative Turning based upon HD. I would find such a table to be useful, as at one time I was wanting to make a Conjurer Class which had ability to Banish and/or Bind into service various creatures. I had intended to use a Turning Table method of resolution for it. Lost motivation for it, but could return to it with new material to use with it.

Don't know how I would approach your decisions on how the table is broken down, other than to say "try out something and see how it comes out", evaluate what you came up with and look for commentary/critique, then refine the idea.
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Dimirag
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Re: Turning Creature

Post Thu Jul 12, 2012 3:30 pm

I want to use the table as a sort of "clerical primary special ability" so every cleric sub-class or other classes who draws divine/spiritual power can use it, or for other classes who have a similar effect...
I'll try to use the existing table and expand it to incorporate more HD, some creatures will en up with HD modifications based on their "turning resistance"
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Joe the Rat
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Re: Turning Creature

Post Thu Jul 12, 2012 4:51 pm

Don't be afraid to condense the HD categories as you go up - first the columns go per HD, then every two or three, then by fives, and maybe an open-ended cap (which is either the last one level 20 clerics can turn, or what they can't turn, depending on if you want to have things "too big" to turn, or allow them to have a crack at anything at their peak).
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Dimirag
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Re: Turning Creature

Post Fri Jul 13, 2012 2:51 pm

I "decoded the Rules Cyclopedia" table, which basically use the monster HD but creatures that have a special ability or that requires a special weapon to be hit are treated as one better row, and creatures of varying HD uses the lesser HD value...
That table gives an approximately 50/50 chance or turning a creature of equal HD than the character level, but the BFRPG doesn't follows this.
Example RC: Level 5 Cleric vs Wraith (4HD but treated as 5 due to special ability) = 7+ on 2d6 (5/10 chance approx)
Example BFRPG: Level 5 Cleric vs Wraith (4HD plus special ability) = 19+ on d20 (1/10 chance)

I'll try to create a relationship between the undead HD and the table other than the +1 so I can use the BFRPG table...
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Dimirag
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Re: Turning Creature

Post Fri Jul 13, 2012 6:44 pm

I uploaded the table on the first post, for the moment it does its job, but I feel (better say, I know) that there are some "blank columns", if I manage to incorporate those to the table I'll upload that to, but for now this table can be useful...
Sorry for any misspelling or writing error, I am not a native English speaker
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SmootRK
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Re: Turning Creature

Post Fri Jul 13, 2012 9:02 pm

I don't think I would have much problem if some items on the Clerical Turning list come out in slightly different places on this list, especially if the end result is a rather formulaic process that can be applied to other such 'turning' mechanics.

Looks OK so far, but I have not tried to do any real comparisons.
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Dimirag
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Re: Turning Creature

Post Fri Jul 13, 2012 9:06 pm

If my maths are ok every undead on the gamebook falls exactly where they should, so I thinks its 90/99% accurate... but there are "missing rows" that doesn't affect the table at all, it just bothers me that they aren't present on the table :ugeek:
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Metroknight
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Re: Turning Creature

Post Fri Jul 13, 2012 10:31 pm

Looks interesting. I think I'm going to test run it in my pbp game I'm starting up.
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Dimirag
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Re: Turning Creature

Post Fri Jul 13, 2012 10:35 pm

Thanks MK, feel free to post any comments or thoughts on how useful was or what errors does it have.
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