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General Tabletop Discussion
*Pathfinder & Starfinder
clerical domains/turning
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<blockquote data-quote="Sadrik" data-source="post: 2684770" data-attributes="member: 14506"><p>I like what you guys have got going here. I had a bad experience with the turning undead mechanic.</p><p></p><p>So, I just came off of a campaign that I ran where they had to deal with a lot of undead. They had a cleric who just destroyed every encounter and made nearly every fight a 1 or 2 die rolls at best. Yeah, yeah... I shouldnt have run them in to undead if I knew they were that proficient at dealing with them. But that was the campaign they knew they had to deal with a powerful vampire and his minions very early on and so they all started to tweak their characters (especially the cleric) to beating undead. So anyway to make a long story short. In the end of the campaign all the undead encounters were very unthematic and boiled down to a single die roll for the encounter. IMO turn is a bad game mechanic.</p><p></p><p>How does that corrilate to what you guys are doing? Use as few actual "turn" abilities as you can to "power" these domains. For the animal domain- instead of turning animals. Give them animal empathy ability that has to be powered by their channel ability. How many "roll a die to beat the encounter" abilities do you really want?</p><p></p><p>I would give the turn undead ability to the sun domain only. And completely axe out *with a giant cleaver* the greater turn undead ability. And get rid of that silly little pelor PrC. Sarcasm aside, use the channel ability to power abilities other than turning- divine feats, other class abilities (like animal empathy) it will make your game better. And hey I'll like what you come up with better too!</p></blockquote><p></p>
[QUOTE="Sadrik, post: 2684770, member: 14506"] I like what you guys have got going here. I had a bad experience with the turning undead mechanic. So, I just came off of a campaign that I ran where they had to deal with a lot of undead. They had a cleric who just destroyed every encounter and made nearly every fight a 1 or 2 die rolls at best. Yeah, yeah... I shouldnt have run them in to undead if I knew they were that proficient at dealing with them. But that was the campaign they knew they had to deal with a powerful vampire and his minions very early on and so they all started to tweak their characters (especially the cleric) to beating undead. So anyway to make a long story short. In the end of the campaign all the undead encounters were very unthematic and boiled down to a single die roll for the encounter. IMO turn is a bad game mechanic. How does that corrilate to what you guys are doing? Use as few actual "turn" abilities as you can to "power" these domains. For the animal domain- instead of turning animals. Give them animal empathy ability that has to be powered by their channel ability. How many "roll a die to beat the encounter" abilities do you really want? I would give the turn undead ability to the sun domain only. And completely axe out *with a giant cleaver* the greater turn undead ability. And get rid of that silly little pelor PrC. Sarcasm aside, use the channel ability to power abilities other than turning- divine feats, other class abilities (like animal empathy) it will make your game better. And hey I'll like what you come up with better too! [/QUOTE]
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