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*Pathfinder & Starfinder
Is the cleric's "Channeling" ability a mistake?
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<blockquote data-quote="N'raac" data-source="post: 5964173" data-attributes="member: 6681948"><p>Damage undead in combat is just gravy making it easy to heal the party and slap a little pain on the undead. What's nice is healing 17.5 x 4 characters = 70 hp per channel (and bringing all the less wounded noncombatants back up to full in the process) out of combat, without using up any spells which can be used to to cool stuff in combat. 350 hp per day is more than a CLW wand [50 x 5.5 = 275 hp]</p><p> </p><p></p><p> </p><p>I need feats to make Turn Undead useful. Wasn't one of the first complaints the need for a feat to make Channel Energy useful?</p><p> </p><p></p><p> </p><p>Result: undead are either made immune to turning, appear in much greater numbers, or vanish from the game entirely. Wasted ability AND feat if we're fighting giants, dragons, demons, etc.</p><p> </p><p></p><p> </p><p>And if one replaces the phrase "Turn Undead" with "Channel Energy", each and every one of these feats and PrC's are easily importted. I haven't dug through the Cleric feats, but I expect there are a bunch to affect Channel Energy, and we'll see more as time goes on. The difference is that these add options for an ability that already has a general purpose use, where Divine Feats were essential to be able to get any benefits out of Turn Undead in a lot of situations. </p><p> </p><p>Even if I agreed that Channel Energy is a weak/useless ability and should be replaced, going back to Turn Undead just replaces it with a very situational ability which is a bit more powerful when useful, but much more often useless, unless augmented with other character resources (ie feats).</p><p> </p><p>To pick one simple replacement option, give all clerics Domain Spontaneity for the same number of uses per day. That's useful in all circumstances. Call it Channel Energy and allow a feat to manifest Heal/Harm channel energy like the current rules. Allowing the option to replace the base Channel Energy with other models (like existing feats) seems like a good approach to Cleric archetypes.</p><p> </p><p>But just give them back Turn Undead? Not unless we're dealing with an Undead focused archetype, thanks.</p></blockquote><p></p>
[QUOTE="N'raac, post: 5964173, member: 6681948"] Damage undead in combat is just gravy making it easy to heal the party and slap a little pain on the undead. What's nice is healing 17.5 x 4 characters = 70 hp per channel (and bringing all the less wounded noncombatants back up to full in the process) out of combat, without using up any spells which can be used to to cool stuff in combat. 350 hp per day is more than a CLW wand [50 x 5.5 = 275 hp] I need feats to make Turn Undead useful. Wasn't one of the first complaints the need for a feat to make Channel Energy useful? Result: undead are either made immune to turning, appear in much greater numbers, or vanish from the game entirely. Wasted ability AND feat if we're fighting giants, dragons, demons, etc. And if one replaces the phrase "Turn Undead" with "Channel Energy", each and every one of these feats and PrC's are easily importted. I haven't dug through the Cleric feats, but I expect there are a bunch to affect Channel Energy, and we'll see more as time goes on. The difference is that these add options for an ability that already has a general purpose use, where Divine Feats were essential to be able to get any benefits out of Turn Undead in a lot of situations. Even if I agreed that Channel Energy is a weak/useless ability and should be replaced, going back to Turn Undead just replaces it with a very situational ability which is a bit more powerful when useful, but much more often useless, unless augmented with other character resources (ie feats). To pick one simple replacement option, give all clerics Domain Spontaneity for the same number of uses per day. That's useful in all circumstances. Call it Channel Energy and allow a feat to manifest Heal/Harm channel energy like the current rules. Allowing the option to replace the base Channel Energy with other models (like existing feats) seems like a good approach to Cleric archetypes. But just give them back Turn Undead? Not unless we're dealing with an Undead focused archetype, thanks. [/QUOTE]
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Is the cleric's "Channeling" ability a mistake?
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