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Penny Arcade Podcast with Mike Mearls
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<blockquote data-quote="DEFCON 1" data-source="post: 5985085" data-attributes="member: 7006"><p>I'm thinking perhaps that they did a complete swap between Cure Wounds and Turn Undead-- the healing now falling into Channel Divinity, and the turning now becoming a spell. Which to me makes a lot of sense.</p><p></p><p>With three or more Channel Divinity uses per day (over and above the Cleric's normal allotment of spells), we've seen over many recent editions that you just don't use Turn Undead that much. Yes, it's been kept this way as a legacy to the classic Cleric, but in our modern D&D the undead just aren't used as a threat so often that you needed 3+ uses per day in your arsenal. That's why Complete Divine began creating "alternate uses" for Turn Undead's power, and why 4E created Channel Divinity so as to give other powers to use in addition to TU.</p><p></p><p>But the fact of the matter is... healing is much more important and much more likely to be used 3+ times per day than Turn Undead is. Turn Undead could easily be just a spell that could be part of a Cleric's arsenal, pulled out when necessary. Swap healing to the Channel Divinity subset of ability outside of spells, and make Turn Undead a part of the spell list. Based upon how (and how often) both those abilities traditionally get used... this makes much more sense than the other way.</p></blockquote><p></p>
[QUOTE="DEFCON 1, post: 5985085, member: 7006"] I'm thinking perhaps that they did a complete swap between Cure Wounds and Turn Undead-- the healing now falling into Channel Divinity, and the turning now becoming a spell. Which to me makes a lot of sense. With three or more Channel Divinity uses per day (over and above the Cleric's normal allotment of spells), we've seen over many recent editions that you just don't use Turn Undead that much. Yes, it's been kept this way as a legacy to the classic Cleric, but in our modern D&D the undead just aren't used as a threat so often that you needed 3+ uses per day in your arsenal. That's why Complete Divine began creating "alternate uses" for Turn Undead's power, and why 4E created Channel Divinity so as to give other powers to use in addition to TU. But the fact of the matter is... healing is much more important and much more likely to be used 3+ times per day than Turn Undead is. Turn Undead could easily be just a spell that could be part of a Cleric's arsenal, pulled out when necessary. Swap healing to the Channel Divinity subset of ability outside of spells, and make Turn Undead a part of the spell list. Based upon how (and how often) both those abilities traditionally get used... this makes much more sense than the other way. [/QUOTE]
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