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L&L Turning & Churning
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<blockquote data-quote="TwinBahamut" data-source="post: 5847843" data-attributes="member: 32536"><p>I don't want Turn Undead to be treated as some completely unique mechanic that doesn't work like any other mechanics in the game. It should be just one more Cleric mechanic, working like any other Cleric mechanic. In that respect, I like how 4E treated it as one of many kinds of of Channel Divinity power, though those powers as a whole could have been more similar to each other in some way.</p><p></p><p>One approach that could be made for Turn Undead is to simply break its components into separate abilities. Have the "destroy undead in a dramatic way" ability be a powerful and costly spell, and have the "keep undead from approaching" ability be a more freely useable power. There is no reason both need to be part of the same "turn undead" mechanics after all.</p><p></p><p>A videogame I rather like took an interesting approach in which Clerics had two special abilities that made them useful against the undead. First, Clerics had an Exorcism spell. Undead could only be finished off completely by reducing them to zero HP (which makes them temporarily inert) and then purifying them with that spell. Second, Clerics created an aura around them that undead could not enter. I rather like this approach, partly because the idea of a Cleric's Exorcism ability working to undo some feature that makes undead hard to kill is rather evocative and effective for all kinds of reasons.</p><p></p><p>Finally, I have to say that I'd rather not see the "Turn Undead" name... It's iconic, but it doesn't really make a lot of sense, especially because it is rather confused between its concept as repulsing undead or destroying them. I can't be the only person to think it is a goof name, can I?</p></blockquote><p></p>
[QUOTE="TwinBahamut, post: 5847843, member: 32536"] I don't want Turn Undead to be treated as some completely unique mechanic that doesn't work like any other mechanics in the game. It should be just one more Cleric mechanic, working like any other Cleric mechanic. In that respect, I like how 4E treated it as one of many kinds of of Channel Divinity power, though those powers as a whole could have been more similar to each other in some way. One approach that could be made for Turn Undead is to simply break its components into separate abilities. Have the "destroy undead in a dramatic way" ability be a powerful and costly spell, and have the "keep undead from approaching" ability be a more freely useable power. There is no reason both need to be part of the same "turn undead" mechanics after all. A videogame I rather like took an interesting approach in which Clerics had two special abilities that made them useful against the undead. First, Clerics had an Exorcism spell. Undead could only be finished off completely by reducing them to zero HP (which makes them temporarily inert) and then purifying them with that spell. Second, Clerics created an aura around them that undead could not enter. I rather like this approach, partly because the idea of a Cleric's Exorcism ability working to undo some feature that makes undead hard to kill is rather evocative and effective for all kinds of reasons. Finally, I have to say that I'd rather not see the "Turn Undead" name... It's iconic, but it doesn't really make a lot of sense, especially because it is rather confused between its concept as repulsing undead or destroying them. I can't be the only person to think it is a goof name, can I? [/QUOTE]
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