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General Tabletop Discussion
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The Turn Undead conundrum
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<blockquote data-quote="Skyscraper" data-source="post: 6554686" data-attributes="member: 48518"><p>I'm a long-time D&D player, and always Turn Undead was a power that was pretty much never used: do you wish for the undead to flee, knowing that they'll likely be back (with a vengeance, if they're sentient)? Or do you wish to finish them off and be rid of them? Almost always, the latter for us.</p><p></p><p>4E has an elegant solution IMO, where Turn Undead would damage undead creatures AND push the creatures away (a few squares only, but this has its importance in the tactical game that 4E is, while maintaining the flavor to some extent).</p><p></p><p>5E brought back the concept of the undead fleeing, for 1 minute, likely enough to get lost. In this weekend's game, the cleric was a cleric of light, so he had the choice of Turning undead, or using Channel Divinity to use another power instead, namely Radiance of Dawn that deals 2d10 + cleric level damage to all enemies in a 30-foot radius. The latter appears like a much better option in most circumstances against undead.</p><p></p><p>Really, as a player, when my PC fights creatures, I try hard to avoid some creatures from fleeing the battle scene. But, Turn Undead not only allows creatures to flee, it forces them to flee, and one of our allies needs to use an action to do so! This, really, appears counter-productive to me.</p><p></p><p>I understand that in the situation where your party is swarmed by undead, Turn Undead is probably a good way out. But, would DMs then need to design encounters normally, except where undead are concerned: you then need to include, say, 50% more creatures to compensate the undead that will flee? Are encounters including non-undead monsters to be designed one way, and those including undead monsters, another?</p><p></p><p>I understand also that clerics get other uses for their Channel Divinity resource, such as Radiance of Dawn. The point is not whether Channel Divinity is useful, it's whether Turn Undead is useful.</p><p></p><p>Don't you think that a power that forces the enemies to flee the battle scene (possibly/probably to return later), is counter-productive to what most PCs/players try to achieve in D&D, namely to kill the monsters (and take their loot)? Do you or your party cleric use Turn Undead? If so, how, when? Does it turn out being productive and efficient?</p></blockquote><p></p>
[QUOTE="Skyscraper, post: 6554686, member: 48518"] I'm a long-time D&D player, and always Turn Undead was a power that was pretty much never used: do you wish for the undead to flee, knowing that they'll likely be back (with a vengeance, if they're sentient)? Or do you wish to finish them off and be rid of them? Almost always, the latter for us. 4E has an elegant solution IMO, where Turn Undead would damage undead creatures AND push the creatures away (a few squares only, but this has its importance in the tactical game that 4E is, while maintaining the flavor to some extent). 5E brought back the concept of the undead fleeing, for 1 minute, likely enough to get lost. In this weekend's game, the cleric was a cleric of light, so he had the choice of Turning undead, or using Channel Divinity to use another power instead, namely Radiance of Dawn that deals 2d10 + cleric level damage to all enemies in a 30-foot radius. The latter appears like a much better option in most circumstances against undead. Really, as a player, when my PC fights creatures, I try hard to avoid some creatures from fleeing the battle scene. But, Turn Undead not only allows creatures to flee, it forces them to flee, and one of our allies needs to use an action to do so! This, really, appears counter-productive to me. I understand that in the situation where your party is swarmed by undead, Turn Undead is probably a good way out. But, would DMs then need to design encounters normally, except where undead are concerned: you then need to include, say, 50% more creatures to compensate the undead that will flee? Are encounters including non-undead monsters to be designed one way, and those including undead monsters, another? I understand also that clerics get other uses for their Channel Divinity resource, such as Radiance of Dawn. The point is not whether Channel Divinity is useful, it's whether Turn Undead is useful. Don't you think that a power that forces the enemies to flee the battle scene (possibly/probably to return later), is counter-productive to what most PCs/players try to achieve in D&D, namely to kill the monsters (and take their loot)? Do you or your party cleric use Turn Undead? If so, how, when? Does it turn out being productive and efficient? [/QUOTE]
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