Rebuking and turning undead that still cling to a semblance of life is pretty much a fantasy RPG staple. It’s been part of Dungeons and Dragons since nearly the beginning – I believe Arneson added it as a foil to “Sir Fang,” and Gygax fiddled with it or dropped it in his games – there’s a nice history here at Hidden in Shadows by DH Boggs.
But this is an article about GURPS, specifically, the Dungeon Fantasy RPG, Powered by GURPS. It assimilates all of that old-school inspiration, plus more from rogue-like games and “stomp the bad guys!” games like Diablo III, and hones GURPS into a fairly high-power dungeon delving game. Characters start pretty optimized, begin at 250 points, and the social and in town aspects of the game are somewhere from “minimized” to “absent.”
It is ridiculous fun, and as I learned at GameHole Con 2018, is digestible by beginners if presented properly.
But about those clerics…
Turning in Dungeon Fantasy RPG
Let’s start off with as factual a description as I can bring to bear. This is important because as it turns out, I completely biffed it when it came time to run it at GameHole.
Even so: this turns it into a matter of degree rather than a binary “I win,” but some of the observations from GameHole still exist.
As a cleric with the Turning power (Adventurers, p. 21), anything “undead” and “truly evil” can be repelled by you if you Concentrate. You must win a Quick Contest of Will between yourself and each foe you might turn. This is impacted by the Rule of 16 (Exploits, p. 8). You add your Power Investiture, plus a bonus for the oomph of your holy symbol if you have one that’s +1 for blessed and +2 for High Holy. Another factor in favor of Clerical Awesomeness is that as written, Sanctity level doesn’t hinder the ability, so in an area of Low Sanctity (which is pertinent to the Hall of Judgment example), your Turning is still at full burn.
On the down side: Rule of 16 means that you’ll never roll vs higher than 16 (unless you’re very good and you foe is also very Willful), and you have to actually buy Turning, which is a 24-point opportunity cost.
It’s a 3d roll, and if your bad guys are anything but a Lich, Spectre, or Vampire (who all have Will 15 to 18, which is to say, “adventurer-class”) you’re looking at Will in the 8-10 range for our bad guys, and the distance they have to keep from Mister Cleric is going to be on the average about 6-8 yards, and that’s enough to keep the entire party more or less safe. On a good roll, say a 5 or 6, you’re looking at keeping the bad guys up to 15 yards away from you.
So What?
Part of the issue here is that Turning is pretty much designed to neutralize the impact of fodder undead, and what I’m complaining about is mostly that it does it too well. There’s also the fact that I made a few errors along the way in running it: in particular I play a lot with GURPS Powers: Divine Favor (still the best Clerical Powers system in existence). There’s a power in there called Protection from Evil which basically grants True Faith (the basis of the Turning Power), and an enhanced version gives a roll vs Will+10. So my cleric was rolling vs Will-24 to turn undead vs foes with Will-8 and Will-10.
In the end, I slapped on a -5 penalty for Low Sanctity (see above for why this is wrong), which for one of the groups made the usual roll vs Will-19; you can see, though, that for the pre-gen in question (Will-14, Power Investiture 5) that it made little net difference. Forgetting the Rule of 16 would have brought the radius in by an average of three yards.
So my errors were in magnitude but not in exists/don’t exist. Even so, I feel that the 24 points of Turning is a bit too much oomph as written. Continue reading “Turning Undead: “I win!””