Now one of the great things about D&D B/X is that the very lack of clarity allows each DM to create their own rules or interpretation of the rules. So I came up with a few optional and what I call corollary rules. What I mean by corollary rules are rules created using as much information from the rule books as possible and coming to a natural conclusion making as few assumptions as possible. I always try and put the reasoning for each rule along side the rule.
These notes have been copied into this journal entry below. If anyone has any opinions about my notes I would be interested to read them in the comments below.
Combat Sequence (Corollary)
Announcement of Intent (Optional)
A cleric must announce their intention to turn undead before initiative is rolled.The reason for this is:
- the cleric is not permitted to move whilst turning.
- the turning is assumed to fail if the cleric is distracted.
Resist Distraction (Optional)
The DM may allow a cleric a saving throw vs Wisdom to resist any distractions while turning. This should be made as one saving throw per distraction.Turning Step in Sequence
One of the following possible options must be selected. In any event the undead affected will only become apparent on the undead’s movement step.Announcement of Intent Initiated (Optional)
Undead are turned between Missile Fire & Magic spell steps.The reason for this is that turning, like spell casting, is assumed to take up some time with the cleric required to present their holy symbol, gather their faith and perform a short ritualistic chant.
Announcement of Intent Not Initiated (Optional)
Undead are turned before the Missile Fire step.The reason for this is that the turning ability is assumed to be an innate ability that is performed quickly.
Other Possibilities (Optional)
Any step the DM decides upon. If you believe turning to be a spell like ability make it go off in the spell step, or if you think the lack of any other indicators means it defaults to the melee step then make it happen then.The reason for this is there are no obvious clues in the original text as to which step turning actually occurs on.
Undead Affected (Corollary)
Before rolling 2D6 to calculate the HD of undead affected it should be ascertained which undead could be affected. One of the following options must be selected:Focus (Optional)
Only undead that can sense the cleric’s focus are affected. A focus could be the cleric’s holy symbol, the cleric themselves, a cleric’s eye contact, a vocal chant or any other focus the DM decides upon.Undead in melee combat against other opponents are therefore unlikely to be affected as they are assumed to already be focused on fighting.
Excluded undead are simply not included in the adding up of hit dice for affected undead.
The reason for this is that the turning power of the cleric is assumed to be focused in some way.
Range (Optional)
All undead within 120’ are affected.The reason for this is that the Cause Fear spell has this range and the turning power of the cleric is assumed to be similar in effect.
When the Results of Turning Are Apparent (Corollary)
It is immediately apparent which undead are affected as they will stop in their tracks and start to turn away.The reason for this is that while the Combat Sequence steps are there for convenience in a real fight all participants would be moving & fighting at the same time so all affected undead would show signs of being affected immediately even if they had to wait until their movement step to actually move way.
Movement of Turned Undead (Corollary)
All movement of turned undead is assumed to be at maximum as a retreat and will continue until they are physically unable to retreat any more. (e.g. they reach a dead end or locked door).Does Turning Undead Require Concentration? (Corollary)
No, there is no concept of concentration for spells in B/X so it would logically follow that concentration was not required for clerical turning either.Duration (Corollary)
Undead are assumed to be turned until the end of the current (10 minute) turn unless they realise they are attacked in which case they will defend themselves.The reason for the duration lasting for one turn is that the clerical Fear spell lasts two turns but has a saving throw whereas there is no saving throw for turning. It therefore makes sense to reduce the duration for turning accordingly.
The reason they are assumed to defend themselves is to separate out turning from dispelling as if the party turning the undead could attack them without consequence it would be the same as dispelling them except for the additional time taken.
How Often Can You Turn Undead? (Corollary)
Once per round. Any undead that are not turned in one round may be attempted to be turned in the next round.Any undead that have their turning broken may be attempted to be turned again on the following round, e.g. if they have been attacked.