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The Turn Undead conundrum
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<blockquote data-quote="Skyscraper" data-source="post: 6554806" data-attributes="member: 48518"><p>Thanks for all the relevant replies.</p><p></p><p>I admit that the situation is more subtle than I presented it.</p><p></p><p>However, I'd like to mention that, contrary to what is mentioned in some posts above, turn undead is not an automatic success in 5E. It requires a successful Will save to avoid the effect. So it's likely that, say, a third of the undead will remain to fight, while the rest will flee. This, in turn, is likely to prevent the group from simply picking off the fleeing undead, since they'll need to take care of those that remain.</p><p></p><p>As for the undead cowering in a corner, my interpretation of the is that they would not do so, unless the doorway is within 30 feet of the cleric and the undead consequently cannot get to it. Otherwise, they'll leave the room. (see the rules reference below) Leaving the room would effectively allow them to "move as far from the cleric as it can". The precision of them not being able to move within 30 feet of the cleric suggests that, otherwise, they are allowed to move closer to him to "move as far away as they can". That's my interpretation.</p><p></p><p>As for the undead possibly never being seen again, I guess it depends on the setting and area. In a dungeon, unless you're in a huge place, I'd be curious as a player why the undead that fled have not returned or were never seen again. Perhaps I'm used to relatively small locales - I've not played in Temple of Elemental Evil types of dungeons in quite some time.</p><p></p><p>What I can see happening, is that you face say 12 undead, you turn 8, you easily slay 4, and then you fall upon the other 8 with more critters. That's what I want to avoid as a player. I'd rather face the 12 right away to do away with the uncertainty.</p><p></p><p>However, I get that if you manage to have one encounter with 4 and then one encounter with 8, it'll be easier. Good point.</p><p></p><p>Also, I accept the suggestion that the undead could simply never return, the turning in fact resulting in eliminating as many undead.</p><p></p><p>I'll add that, as a DM, including undead in a campaign is a dilemna. If the undead are weak, then it changes little that the undead encounters becomes meaningless. However, if the undear represent important NPCs or monsters, then the Turn Undead becomes a heads-or-tails win button against those unique creatures.</p><p></p><p>So then, the question is: why include undead at all?</p><p></p><p>And, is there a way to make Turn Undead a meaningful power that however doesn't have this kind of result on the battle scene?</p><p></p><p>(Side note: the "take their loot" in parentheses was an attempt at humor, taken from the now popular expression. You can disregard it as it has nothing to do with the topic.)</p><p></p><p><strong>PHB reference: C h a n n e l D i v i n i t y : T u r n U n d e a d</strong></p><p>[spoiler]</p><p>As an action, you present your holy symbol and speak a</p><p>prayer censuring the undead. Each undead that can see</p><p>or hear you within 30 feet o f you must make a W isdom</p><p>saving throw. If the creature fails its saving throw, it is</p><p>turned for 1 minute or until it takes any damage.</p><p>A turned creature must spend its turns trying to move</p><p>as far away from you as it can, and it can’t willingly</p><p>move to a space within 30 feet o f you. It also can’t take</p><p>reactions. For its action, it can use only the Dash action</p><p>or try to escape from an effect that prevents it from</p><p>moving. If there’s nowhere to move, the creature can use</p><p>the Dodge action.[/spoiler]</p></blockquote><p></p>
[QUOTE="Skyscraper, post: 6554806, member: 48518"] Thanks for all the relevant replies. I admit that the situation is more subtle than I presented it. However, I'd like to mention that, contrary to what is mentioned in some posts above, turn undead is not an automatic success in 5E. It requires a successful Will save to avoid the effect. So it's likely that, say, a third of the undead will remain to fight, while the rest will flee. This, in turn, is likely to prevent the group from simply picking off the fleeing undead, since they'll need to take care of those that remain. As for the undead cowering in a corner, my interpretation of the is that they would not do so, unless the doorway is within 30 feet of the cleric and the undead consequently cannot get to it. Otherwise, they'll leave the room. (see the rules reference below) Leaving the room would effectively allow them to "move as far from the cleric as it can". The precision of them not being able to move within 30 feet of the cleric suggests that, otherwise, they are allowed to move closer to him to "move as far away as they can". That's my interpretation. As for the undead possibly never being seen again, I guess it depends on the setting and area. In a dungeon, unless you're in a huge place, I'd be curious as a player why the undead that fled have not returned or were never seen again. Perhaps I'm used to relatively small locales - I've not played in Temple of Elemental Evil types of dungeons in quite some time. What I can see happening, is that you face say 12 undead, you turn 8, you easily slay 4, and then you fall upon the other 8 with more critters. That's what I want to avoid as a player. I'd rather face the 12 right away to do away with the uncertainty. However, I get that if you manage to have one encounter with 4 and then one encounter with 8, it'll be easier. Good point. Also, I accept the suggestion that the undead could simply never return, the turning in fact resulting in eliminating as many undead. I'll add that, as a DM, including undead in a campaign is a dilemna. If the undead are weak, then it changes little that the undead encounters becomes meaningless. However, if the undear represent important NPCs or monsters, then the Turn Undead becomes a heads-or-tails win button against those unique creatures. So then, the question is: why include undead at all? And, is there a way to make Turn Undead a meaningful power that however doesn't have this kind of result on the battle scene? (Side note: the "take their loot" in parentheses was an attempt at humor, taken from the now popular expression. You can disregard it as it has nothing to do with the topic.) [b]PHB reference: C h a n n e l D i v i n i t y : T u r n U n d e a d[/b] [spoiler] As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet o f you must make a W isdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage. A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet o f you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.[/spoiler] [/QUOTE]
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