Hello,
Team Autarch is having some internal debate about Turning Undead. As the edition differentiators among you may have noticed, the Turning Undead table is mathematically related to the Turning Undead table from B/X D&D.
We are considering an alternative table, as follows.
Skeleton: 1 10+; 2 7+; 3 4+; 4 T; 5 T; 6 D; 7 D; 8 D*; 9+ D;
Zombie: 1 13+; 2 10+; 3 7+; 4 4+; 5 T; 6 T; 7 D; 8 D; 9+ D*;
Ghoul: 1 16+; 2 13+; 3 10+; 4 7+; 5 4+; 6 T; 7 T; 8 D; 9+ D;
Wight: 1 19+; 2 16+; 3 13+; 4 10+; 5 7+; 6 4+; 7 T; 8 T; 9+ D
… [skipping wraith, mummy, specter, vampire, but progression should be clear]
Infernal 1 -; 2 - ; 3 - ; 4 - ; 5 - ; 6 19+; 7 16+; 8 13+; 9+ 10+
The major changes in this table are:

1. The ease of Turning improves by 3 points per level rather than by 4 points per level
2. The difficult of Turning increases by 3 points per HD rather than by 5 points per HD
3. Turning caps at 9th level
As a result of these changes:
4. At 1st level a cleric can potentially affect a broader array of undead (16+ for Ghouls, 19+ for Wights) compared to our current table (19+ for Ghouls, no chance on Wights)
5. At 9th level, a cleric can always destroy Wights, always turn Mummies, and is at 4+ on Spectre, 7+ on Vampire, and 10+ on Mummy; in contrast at 9th level on the current chart, a Cleric destroys Wraiths, always turns Mummies and Spectres, is 5+ on Vampire and 9+ on Infernal.
6. At 14th level, a cleric can always destroy Wights, always turn Mummies, and is at 4+ on Spectre, 7+ on Vampire, and 10+ on Mummy; in contrast, at 14th on the current chart, a Cleric automatically destroys any undead encountered.
In short, the revised table buffs clerics in the early game but reduces their power in the late game.
Please let us know what you think.

I prefer it. Makes low-level Clerics more useful and those greater undead should always be a threat (requiring more than Turning) - especially Infernals.

I rather like that. It keeps the Grand High Exalted Arch-Priest from being on call to instantly dispose of the villain of the week.

I greatly prefer the revised version. That said, I wonder if it would be better to keep more of the randomness in. T, D, and D* results are fundamentally pretty boring. I wonder if it would be possible to have there still be a turning throw, but with varying degrees of success, so that instead of a “at level 4 skeletons are automatically turned” it’s at level 4 skeletons are turned on a 2+, Destroyed on a 10+ or something.

I prefer the revised version.
As compensation, I wonder if mid-high level clerics could have their turning ability broadened to affect more targets. Perhaps the 14th level cleric may still fail to turn an infernal, but could burn to ash a regiment of skeletons or zombies.

It looks to me like you’re basically looking to shift to something very similar to the AD&D 2nd Edition turning table, missing the ‘20’ off the progression and reducing the overall number of undead types. There’s an implication from the D* on your table that a cleric at this table will do more than destroy the given number of undead - Turn an additional 2d6?