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Looking for Turn Undead alternate rule
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<blockquote data-quote="Skyscraper" data-source="post: 6557237" data-attributes="member: 48518"><p>I'll start by reposting what I was toying with in the other thread.</p><p></p><p><strong>Option 1</strong>: From the Lightbringer cleric alternate Turn Undead in the Return to Castle Ravenloft module, turn undead can be used as usual or can be replaced by Destroy Undead, a power that damages undead in a 30-foot radius (e.g. 1d6 per cleric level in that module, could be toned down a bit for 5E). What I like is that this leaves the choice to the cleric, which means that when you feel overwhelmed, you can use the regular turn undead; but as they mention, the lightbringer doesn't like to have some undead flee, he prefers to destroy. (Like me ) This option is somewhat underwhelming for me, since I dislike the regular turn undead and my inclination is to replace it, so leaving it as an option goes against that goal. However, simply having a damaging feature for the power, is perhaps a bit bland.</p><p></p><p><strong>Option 2</strong> is to do a 4E-type of power, where the undead are damaged and pushed back as an instantaneous effect, but can thereafter act as they want. So kinda like option 1, but with a push-away effect added, and no option to turn undead as usual to make them flee. This push-back could be considerable, say, 60 feet for example, providing plenty of options and some ranged attacks to the party as the undead will use an entire round to get back their initial position. If the push-back is too strong at 60 feet, perhaps then only 30 feet?</p><p></p><p><strong>Option 3</strong>: turn undead becomes a sphere that is impassible by the undead for a certain amount of time - the cinematic effect of keeping a hoard of zombies at bay with the cleric's faith is really cool. Any undead initially in the sphere are pushed back. There are mechanical issues with this option however in my opinion. If a save or [ulteriorly damaged undead are unaffected condition] are allowed, it means that mindless undead trickle through the barrier and then you can kill them one or a few at a time, making this another win button. So I don't know that I'd allow a saving throw. One way to deal with this, could be that as long as no undead in the area outside the sphere is damaged or attacked, the barrier stands (no save). However, should the cleric or his allies damage or attack any undead, the barrier breaks. This would allow the cleric to effectively avoid an encounter altogether, but of course in such a case the undead might well return later. If it's a mindless hoard, I think it's kind of cool that the cleric would save the party from such a battle. The hoard might follow the cleric outside the barrier, waiting for his faith to waiver...</p><p></p><p>Thoughts? Additional ideas?</p></blockquote><p></p>
[QUOTE="Skyscraper, post: 6557237, member: 48518"] I'll start by reposting what I was toying with in the other thread. [B]Option 1[/B]: From the Lightbringer cleric alternate Turn Undead in the Return to Castle Ravenloft module, turn undead can be used as usual or can be replaced by Destroy Undead, a power that damages undead in a 30-foot radius (e.g. 1d6 per cleric level in that module, could be toned down a bit for 5E). What I like is that this leaves the choice to the cleric, which means that when you feel overwhelmed, you can use the regular turn undead; but as they mention, the lightbringer doesn't like to have some undead flee, he prefers to destroy. (Like me ) This option is somewhat underwhelming for me, since I dislike the regular turn undead and my inclination is to replace it, so leaving it as an option goes against that goal. However, simply having a damaging feature for the power, is perhaps a bit bland. [B]Option 2[/B] is to do a 4E-type of power, where the undead are damaged and pushed back as an instantaneous effect, but can thereafter act as they want. So kinda like option 1, but with a push-away effect added, and no option to turn undead as usual to make them flee. This push-back could be considerable, say, 60 feet for example, providing plenty of options and some ranged attacks to the party as the undead will use an entire round to get back their initial position. If the push-back is too strong at 60 feet, perhaps then only 30 feet? [b]Option 3[/b]: turn undead becomes a sphere that is impassible by the undead for a certain amount of time - the cinematic effect of keeping a hoard of zombies at bay with the cleric's faith is really cool. Any undead initially in the sphere are pushed back. There are mechanical issues with this option however in my opinion. If a save or [ulteriorly damaged undead are unaffected condition] are allowed, it means that mindless undead trickle through the barrier and then you can kill them one or a few at a time, making this another win button. So I don't know that I'd allow a saving throw. One way to deal with this, could be that as long as no undead in the area outside the sphere is damaged or attacked, the barrier stands (no save). However, should the cleric or his allies damage or attack any undead, the barrier breaks. This would allow the cleric to effectively avoid an encounter altogether, but of course in such a case the undead might well return later. If it's a mindless hoard, I think it's kind of cool that the cleric would save the party from such a battle. The hoard might follow the cleric outside the barrier, waiting for his faith to waiver... Thoughts? Additional ideas? [/QUOTE]
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