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Looking for Turn Undead alternate rule
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<blockquote data-quote="pming" data-source="post: 6558326" data-attributes="member: 45197"><p>Hiya!</p><p></p><p> Personally, I've always seen Turn Undead as a more defensive measure, overall. I'd opt for perhaps using it as a sort of "protection from evil, 10'r" type of power.</p><p></p><p> The cleric can force undead away from him at some radius (say, 10' +1' per level). Undead (which I'd read into as 'supernatural from non-matierial-plane' types like demons, devils, etc), can not enter the area and are slowly forced to move outside of it if they are in it. The cleric must Concentrate. The cleric can not move quickly (regular walk at best). The cleric and all those inside may not attack the undead. To this I'd make sure to word "attack" as "attack as interpreted by the DM", and not "attack" as in the mechanical definition of the word in the game. Basically, if the players try and get around 'attack' by forcing the undead into n area that will kill/destroy them (say, forcing a vampire down a hallway out into the sunlight), as soon as the undead takes damage, the protection ends; it was the cleric and/or his companions that "broke the truce", so to speak, regardless of how they did it.</p><p></p><p> I like the Disadvantage idea, as this goes well with 5e, but as I said...I see Turn Undead as more defensive. By removing specific game mechanics, it removes the potential for players to find an "I win" loophole or six that you will have to patch. Each time you patch it, the players will feel more and more like you are punishing them for 'clever play'. By not having specific game mechanics that are on/off, black/white, etc you, as DM, leave it all up to your judgement.</p><p></p><p>^_^</p><p></p><p>Paul L. Ming</p></blockquote><p></p>
[QUOTE="pming, post: 6558326, member: 45197"] Hiya! Personally, I've always seen Turn Undead as a more defensive measure, overall. I'd opt for perhaps using it as a sort of "protection from evil, 10'r" type of power. The cleric can force undead away from him at some radius (say, 10' +1' per level). Undead (which I'd read into as 'supernatural from non-matierial-plane' types like demons, devils, etc), can not enter the area and are slowly forced to move outside of it if they are in it. The cleric must Concentrate. The cleric can not move quickly (regular walk at best). The cleric and all those inside may not attack the undead. To this I'd make sure to word "attack" as "attack as interpreted by the DM", and not "attack" as in the mechanical definition of the word in the game. Basically, if the players try and get around 'attack' by forcing the undead into n area that will kill/destroy them (say, forcing a vampire down a hallway out into the sunlight), as soon as the undead takes damage, the protection ends; it was the cleric and/or his companions that "broke the truce", so to speak, regardless of how they did it. I like the Disadvantage idea, as this goes well with 5e, but as I said...I see Turn Undead as more defensive. By removing specific game mechanics, it removes the potential for players to find an "I win" loophole or six that you will have to patch. Each time you patch it, the players will feel more and more like you are punishing them for 'clever play'. By not having specific game mechanics that are on/off, black/white, etc you, as DM, leave it all up to your judgement. ^_^ Paul L. Ming [/QUOTE]
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